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Nội dung được cung cấp bởi The Evil Dungeon Master. Tất cả nội dung podcast bao gồm các tập, đồ họa và mô tả podcast đều được The Evil Dungeon Master hoặc đối tác nền tảng podcast của họ tải lên và cung cấp trực tiếp. Nếu bạn cho rằng ai đó đang sử dụng tác phẩm có bản quyền của bạn mà không có sự cho phép của bạn, bạn có thể làm theo quy trình được nêu ở đây https://vi.player.fm/legal.
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Species Unite


“If we march into that village and we start trying to persecute people for using poison, something that's very illegal, nobody's going to talk to us. We're not going to find out where the poison came from. We're not going to be able to shut anything down. We should take the approach that people are using poison because they're desperate, because they see no other alternative.” – Andrew Stein Andrew Stein is a wildlife ecologist who spent the past 25 years studying human carnivore conflict from African wild dogs and lions in Kenya and Botswana to leopards and hyenas in Namibia. His work has long focused on finding ways for people and predators to coexist. He is the founder of CLAWS , an organization based in Botswana that's working at the intersection of cutting-edge wildlife research and community driven conservation. Since its start in 2014 and official launch as an NGO in 2020, CLAWS has been pioneering science-based, tech-forward strategies to reduce conflict between people and carnivores. By collaborating closely with local communities, especially traditional cattle herders, CLAWS supports both species conservation and rural livelihoods—making coexistence not just possible, but sustainable.…
AD&D - Appendix F: Gambling, plus my homebrew game
Manage episode 468484729 series 2330792
Nội dung được cung cấp bởi The Evil Dungeon Master. Tất cả nội dung podcast bao gồm các tập, đồ họa và mô tả podcast đều được The Evil Dungeon Master hoặc đối tác nền tảng podcast của họ tải lên và cung cấp trực tiếp. Nếu bạn cho rằng ai đó đang sử dụng tác phẩm có bản quyền của bạn mà không có sự cho phép của bạn, bạn có thể làm theo quy trình được nêu ở đây https://vi.player.fm/legal.
Today on the podcast, I am talking about Appendix F, gambling rules, followed up by my own homebrew "Mug Toss" game. Check it out!
#adnd #dnd #TSR #Gygax #TTRPG
274 tập
Manage episode 468484729 series 2330792
Nội dung được cung cấp bởi The Evil Dungeon Master. Tất cả nội dung podcast bao gồm các tập, đồ họa và mô tả podcast đều được The Evil Dungeon Master hoặc đối tác nền tảng podcast của họ tải lên và cung cấp trực tiếp. Nếu bạn cho rằng ai đó đang sử dụng tác phẩm có bản quyền của bạn mà không có sự cho phép của bạn, bạn có thể làm theo quy trình được nêu ở đây https://vi.player.fm/legal.
Today on the podcast, I am talking about Appendix F, gambling rules, followed up by my own homebrew "Mug Toss" game. Check it out!
#adnd #dnd #TSR #Gygax #TTRPG
274 tập
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The Evil Dungeon Master Universe

1 AD&D - Hatched to Kill: Assassin Bugs in your game! 13:11
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In this episode, I spotlight one of AD&D’s most gruesome and underused monsters—the Assassin Bug. It paralyzes victims, implants eggs, and unleashes a swarm of death from the inside out. I break down how to use it for maximum dread, from cursed noble houses to larval horrors in the city sewers. Perfect for DMs who want body horror without homebrewing a thing. #ADnD #TTRPGHorror #OSRGaming #OldSchoolMonsters #MonsterSpotlight #DungeonMasterTools Support me: https://Ko-fi.com/TheEvilDM…
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Today’s episode is about the enchanting (or annoying) leprechauns! These small, magical beings are known for their mischievous nature and love for lush, green landscapes. With a unique ability to become invisible and create illusions, leprechauns are never easy to catch! Did you know they snatch valuable objects from unsuspecting adventurers with a 75% success rate? Even more fascinating is their cleverness, if you find them in their lair, be careful! They’re experts at tricking captors into believing they’re handing over their treasure when they really aren’t. Plus, leprechauns adore wine, which may help you outsmart them. Join us as we explore their traits, defenses, and the playful, mischievous character that makes leprechauns a beloved figure in folklore! Support: https://Ko-fi.com/TheEvilDM Links: https://solo.to/TheEvilDM…
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1 AD&D - Looking at the Thief abilities Clarifications in the DMG 16:11
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Today is a follow up to the podcast on Monday about the thief abilities. Today we look at the DMG, where it clarifies how some of the abilities CAN be used, to prevent some "abuse" by players. #TSR #PHB #Thief #Adnd http://ko-fi.com/TheEvilDM for Support!
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1 AD&D - Let's dive into the Thief abilities from the PHB 21:46
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In today's episode, I received an email from Tom asking me to take a look at the abilities of the Thief from the PHB and give some commentary on how I'd handle somethings. #TSR #PHB #Thief #Adnd http://ko-fi.com/TheEvilDM for Support!
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1 AD&D - Shaman and Witch Doctor Spells.. 11:41
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In today’s episode, I flip open the DMG and talk about tribal spell casters. These magical beings exist among various races, including bugbears, cavemen, and trolls. First I go over the two main types of tribal spell casters: shamans and witch doctors. Shamans are spiritual clerics who practice powerful healing and protective spells. They’re known for their connection to nature and the spiritual realm. On the other hand, witch doctors blend clerical and magic-user abilities, wielding a variety of spells from illusions to enhancements. Whether you’re a fan of fantasy games or just curious about magical lore, this episode will give you insight into life as a tribal spell caster, their powers, and how they fit into their clans. Stick around for an exciting journey into the spellbinding world of tribal magic! https://solo.to/TheEvilDM #adnd #osr #shaman #greyhawk #gygax…
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I got an email from Jeff (another Jeff), who wanted to know about Hub campaigns, so I decided to do a podcast on his email. SO... in today’s episode, I am diving head first into the concept of mission-based worlds in tabletop role-playing games, or RPGs. A hub or mission-based campaign serves as a central base where characters can regroup, heal, and gather supplies after their adventures. This approach isn’t just for video games; it can be incredibly effective in RPGs too! #rpg #TTRPG #adnd #tsr #gygax…
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In today’s episode, I flipped open the UA to the race section and decided to talk to about the different sub-races that make Elves unique. l'll introduce you to the noble Gray Elves, who share many abilities with high elves, but come with their own twist. Then, we will meet the Wood Elves, known for their connection to nature and woodland creatures, followed by the elusive Wild Elves, or Grugach, who avoid outsiders and revel in their mysterious lifestyles. I will also explore the Valley Elves, who are shunned by others but have intriguing traits. Finally, the Dark Elves, or Drow, a divergent and complex group that differs vastly from their surface cousins.…
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1 AD&D - Demons & Demon Amulets Thoughts. 23:05
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Today on the podcast, I decided to talk about my experiences in running Demons and an interesting story about how I've seen a Demon's Amulet used. These unique objects hold the vital essences of powerful demon lords and princes, cleverly keeping their souls both safe and vulnerable. Imagine having the power to control a demon for a whole day—not an easy task, and certainly not without its dangers! An amulet lets its possessor command the demon, but only if they’re careful. If misused, the amulet can lead to dire consequences for the wielder, including the risk of instant attack from the demon itself. We also discuss the astral and ethereal planes where demons roam, and the risks involved if you say the name of a powerful demon out loud.…
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1 AD&D - Grappling Rules from Unearthed Arcana 11:47
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In today’s episode, I decided to flip open the UA Book and talk about the mechanics of grappling in combat. Grappling is a powerful move used to restrain opponents, preventing their actions and making them more vulnerable. We’ll explore how grappling works, from the rules for successful grapples to the advantages and disadvantages for both grapplers and grappled targets. Learn how multiple attackers can work together, and discover what happens when a grappled opponent fights back. #dnd #Grappling #adnd #OSR…
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On today's Podcast, I decided to flip open the book and look at the Magic User 6th level spell, The Death Spell. It's an interesting spell that once cast, there is no saving throw against it and basically the target is dead. The Death Spell is a powerful 6th-level conjuration that instantly and irrevocably slays creatures within its area of effect, with no saving throw. The number of victims depends on their hit dice—wiping out up to 80 creatures with less than 2 HD or scaling down to just a few tougher foes. However, it’s useless against lycanthropes, undead, or extraplanar beings. With a casting time of six segments and a pricey material component (a crushed black pearl worth 1,000 GP), this spell is a devastating battlefield tool, ideal for clearing out hordes of weaker enemies in an instant. Keep up with me: https://Solo.To/TheEvilDM…
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The Evil Dungeon Master Universe

Today on the podcast, I decided to go over the Orcs and how they are structured as a tribe, from the lowly ones to the chief and his assistants, there is a lot to know about orcs! Orcs are common, lawfully evil creatures characterized by their competitive nature and a strong inclination to fight among themselves unless controlled by a powerful leader. They prefer dark environments due to their aversion to sunlight, suffering penalties when exposed to it. Orc tribes are numerous and often found dwelling in underground lairs or simple above-ground villages. They display a hierarchy with leaders and assistants in their ranks, and their encounters often include a significant number of orcs, particularly if they are in their lairs or engaged in raiding activities. Orcs are known for their cruelty, particularly towards elves, whom they kill on sight. Their physical appearance is unattractive, with a color scheme that includes earthy tones, and they are recognized for their mining and tunneling skills. Additionally, orcs are known to interbreed with other races, resulting in half-orcs. #adnd #orcs #dnd #TSR…
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1 AD&D - Zero Hits Points, Dead? No so fast! 14:36
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In the podcast episode, I'm talking about the mechanics of hit points in AD&D, particularly focusing on the concept of "Zero Hit Points." When a character's hit points drop to zero, they become unconscious, leading to a gradual decline into negative hit points each round until they reach -10, resulting in death due to various causes like shock or bleeding. Timely assistance from allies can stabilize an unconscious character through actions like binding wounds or administering healing potions. Reviving a character who has fallen to zero hit points is not a quick process; they will remain in a comatose state for 1-6 turns and must rest for an entire week afterward, during which they cannot engage in any strenuous activities. This downtime emphasizes the importance of tactical decisions in gameplay and the need for strategic support from teammates. The discussion also covers potential long-term effects of extreme negative hit points, such as scarring or loss of limbs, adding depth to character narratives and consequences of battle. #RPG #TabletopGames #HitPoints #GameMechanics #CharacterDeath #RolePlaying #DungeonsAndDragons…
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1 AD&D - Sticky Situations: The Adherer Unleashed 16:02
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Hey, folks! Today, we’re talking about the adherer...a weird, sticky monster from the Fiend Folio. Picture a mummy, but alive, with dirty white skin that looks like bandages and oozes super-strong glue. It’s rare, shows up alone or in small groups, and loves ambushing prey by hiding in piles of leaves or dirt. Its armor’s tough, AC 3 and it’s got 4 hit dice, so it’s not a pushover. The adherer’s big trick? Anything that touches it sticks, like weapons or people, and it only does 1-3 damage with its fists. Fire hurts it bad, just like a mummy, and boiling water messes up its glue for a bit. It’s smart enough to team up with spiders but won’t attack them. Oh, and it’s lawful evil—creepy and tricky! Stick around for more monster talk! #adnd #tsr #greyhawk #dnd #TTRPG…
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Today on the podcast, I'm talking Theater of the Mind—the old-school, no-map, pure-imagination way to run your tabletop RPGs. Some love it, some hate it, but for me? It’s one of the best ways to keep the game fast, cinematic, and immersive. I’ll break down how to run a killer game without needing a battle map, give some practical tip s for describing action so your players stay engaged, and explain when it works best (and when maybe you should break out the minis). If you want your fights to feel like something out of a comic book panel rather than a grid-based chess game, this episode is for you. #TTRPG #TheaterOfTheMind #TabletopGaming #DMAdvice #RoleplayingGames #ImmersiveStorytelling…
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1 AD&D - Appendix F: Gambling, plus my homebrew game 15:43
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Today on the podcast, I am talking about Appendix F, gambling rules, followed up by my own homebrew "Mug Toss" game. Check it out! #adnd #dnd #TSR #Gygax #TTRPG
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1 AD&D - Appendix H: Tricks, but are they harmless? 19:44
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Let's talk about Appendix H and the creative potential of traps and tricks within a dungeon setting, emphasizing the importance of innovation for Dungeon Masters (DMs). It suggests that even seasoned DMs can benefit from a variety of tricks that can challenge players and probably screw them over. #DMTips #dnd #Adnd…
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1 AD&D - Let's talk about training for new levels 12:18
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Today I wanted to discuss the mechanics of gaining experience levels in a role-playing game, emphasizing that experience points are merely indicators of a character’s progress and do not automatically lead to level advancement. The Dungeon Master (DM) plays a crucial role in assessing the character’s performance based on their class and alignment. The performance is rated alphabetically, and this rating impacts the character’s eligibility for leveling up. The character must undergo training, which incurs both time and monetary costs. Training must be conducted under a qualified mentor of the same class, and self-training is more expensive. Overall, the process of gaining levels is a structured approach that requires both effort and resources.…
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Today on the podcast, I decided to talk about my experiences with Hex mapping, and how I've kind of ignored it over the years and now that I've started actually doing it, I've fallen in love with the entire concept of it. P173 of the AD&D DMG has a whole process about how its done, but you don't have to stop there as there is a plethora of resources on drivethrurpg about how to Hex map. #hexmapping #Mapping #Adnd #TSR #Greyhawk #gygax…
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1 AD&D - Heroism in a Bottle, Boost your Fighter! 10:07
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Need to hit harder, take more damage, and feel like a legend—at least for a little while? Today, I'm talking about the Potion of Heroism and Super-Heroism , the magic drinks that temporarily boost fighters to new heights. More hit dice, better combat skills, and a shot at surviving that impossible fight. But is it a game-changer or just a delay of the inevitable? #DNDMagic #PotionPower #TSR #Dnd #adnd #greyhawk #gygax…
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1 AD&D - The Chaos of Casting Stone to Flesh, Storytime! 13:48
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In this episode, I am talking about AD&D spell Stone to Flesh spell , exploring its mechanics, its potential uses in gameplay, and of course, the chaotic consequences of casting it recklessly. I share a wild tale from one of my campaigns, where a low-level magic-user decided to use a scroll of Stone to Flesh to resurrect a petrified warrior. Spoiler alert: it did NOT go as planned. What started as a heroic attempt to save a cursed half-orc turned into a nightmare of a pulsating meat swamp , an angry resurrected warrior named Grugnar, and the unexpected arrival of a horrifying meat golem . It’s a hilarious, chaotic tale packed with lessons about spell mechanics, player creativity, and the unpredictable beauty of tabletop RPGs. Tune in for laughs, storytelling, and a reminder of just how wild these games can get! #TTRPG #RPG #adnd #dnd #Greyhawk #TSR…
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Today, let's explores four unique magical items known as the “magic eyes” from the Dungeon Master’s Guide for Dungeons & Dragons. Unlike typical magical items that are often gems or artifacts, these magic eyes function similarly to contact lenses, providing various powers to the wearer. The four types discussed include the Eyes of Charming , Eyes of the Eagle , Eyes of Minute Seeing , and Eyes of Petrification . Each item has distinct abilities and drawbacks, making them interesting yet potentially dangerous tools in gameplay. #magicitem #dnd #TSR #ADND…
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1 AD&D - the Gorgon, Not the Greek legend? 10:56
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Gorgons are rare, formidable creatures resembling bulls and covered in thick metal scales. They inhabit wilderness areas or dreary caverns and possess a unique breath weapon that can turn living beings into stone. This breath attack, which is cone-shaped, can be used four times a day. Gorgons are neutral in alignment, exhibit animal-level intelligence, and primarily rely on their breath weapon rather than physical attacks. With a high armor class and substantial hit dice, they are tough opponents, and their presence can be particularly dangerous in their lairs, where they have a higher chance of encountering adventurers. Despite their strength, gorgons lack magical abilities and have no special defenses. Their awareness extends beyond the physical realm, allowing them to sense creatures in both the astral and ethereal planes.…
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In this episode of The Evil Dungeon Master Podcast, the mysteries and terrors of one of Dungeons & Dragons' most iconic monsters—the Medusa. A creature of beauty and dread, the Medusa is a humanoid monstrosity with a petrifying gaze that can freeze adventurers in their tracks—literally. The Medusa’s deadly stare isn’t her only trick. If adventurers get too clever and avert their eyes, they’ll find themselves up against her poisonous bite—a potent reminder that this isn’t a foe to underestimate. Whether lurking in a cursed ruin or masquerading as a mysterious noble in an urban setting, the Medusa is as versatile as she is dangerous. #Osr #adnd #DNDLore #DungeonMasterTips #MedusaTactics…
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1 AD&D - The Power and Perils of the Animate Dead Spell 12:21
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Today, we’re talking about one of D&D’s most iconic and underappreciated spells— Animate Dead . This third-level necromancy spell lets you turn lifeless bones into loyal minions, but let’s be honest—how often do players actually use it? We’re breaking down everything you need to know: how it works, why villains love it, and how players can use it to their advantage. I’ll share some of my own experiences running Animate Dead in games, the strategies behind choosing skeletons or zombies, and how to keep your undead horde in check. We’ll also touch on the moral dilemmas that come with animating corpses—because nothing says “party tension” like summoning skeletons in a holy temple. Whether you’re a cleric looking to bring some backup or a Dungeon Master managing the chaos of the undead, this episode has you covered. #Adnd #OSR #RaiseTheDead #AnimateDead #DNDSpells #TTRPGUndead…
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1 AD&D - Let's reflect on magical mirrors 12:04
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Today I am going over the magical mirrors found in Oriental Adventures book and creative ways to incorporate these mirrors into your game. Want a side quest? Have a noble send the party after a Mirror of Curing to save their ailing child. Need a horror twist? Drop a Mirror of Fear in a cursed manor and watch the players squirm as their worst nightmares come to life. Or maybe you’re looking to spice up combat—throw in a Mirror of Spirit Seeing to reveal those pesky invisible threats. These magical mirrors don’t just sit pretty; they drive your story forward. Whether they’re hidden in treasure hoards, used as tools by nefarious cults, or integrated into multi-layered puzzles, these items are a DM’s best friend for creating unforgettable moments at the table. #DNDMagicItems #adnd #TTRPG #OSR…
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On this episode of The Evil Dungeon Master Universe Podcast, I decided to talk about a topic that often gets overlooked in Advanced Dungeons & Dragons—fatigue and exhaustion. Today I will be breaking down why these mechanics are more than just extra rules—they’re game-changers that add depth, realism, and real stakes to your adventures. From how fatigue drains your characters' abilities to the chaos that unfolds when it’s ignored. Whether you’re a veteran Dungeon Master or just getting your feet wet, he’s got tips for making fatigue not just a rule, but a tool to crank up the immersion. Stick around, reflect on your own campaigns, and join the conversation—because the grind of adventuring should feel as gritty as it gets. #ADNDRealism #TTRPGFatigue #DMWisdom…
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1 AD&D - Nixies: Enchanting Foes or Underwater Nightmares? 10:56
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Let’s talk about nixies—the water sprites that are as enchanting as they are dangerous. These rare little tricksters live in hidden seaweed lairs and have a charm ability that can turn even the toughest adventurer into their personal puppet for a year. Yeah, a year . They’re smart, they’ve got combat moves that work underwater or on land, and they can summon schools of fish to make your life a living hell. But here’s the kicker—they’re terrified of fire and bright light, which means they’ve got exploitable weaknesses if you play it smart. So, what are nixies, really? Are they charming allies waiting for the right offer, or are they manipulative captors hiding something more sinister? In this episode, we’ll break it all down—their abilities, their weaknesses, and the strategies you need to deal with these aquatic nightmares. Tune in and learn why these slippery sprites are more than just another monster in the manual. #ADNDLore #DMSecrets #FantasyCreaturesExplored…
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1 AD&D True Neutral: The Alignment That Tests Every DM 13:07
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Let’s talk about True Neutral, or as I like to call it, “the alignment that makes my job as DM a complete nightmare.” This episode is all about why I can’t stand tracking this philosophical mess in Advanced Dungeons & Dragons. Sure, it sounds nice on paper—balance between good and evil, chaos and law—but in practice? It’s a headache. #ADNDTrueNeutral #AlignmentMatters #OldSchoolDND Support: https://Ko-fi.com/theEvilDM…
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1 Plague & Peril: Surviving Disease in AD&D 16:10
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Welcome to the dark side of AD&D—where the sword isn’t your only enemy. In this episode, we’re digging into disease and parasitic infestation mechanics and how they crank up the tension in your campaign. From sweltering jungles to filthy cities, I’ll break down how these rules challenge players to survive more than just combat. We’ll talk modifiers, contraction chances, and how to turn these mechanics into rich storytelling moments. So grab your hand sanitizer—this one gets messy. #ADNDMechanics #DungeonMasterTips #OldSchoolGaming Support: Click Join on youtube! https://Ko-fi.com/TheEvilDM…
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1 AD&D is more Dangerous than 5e, here's why.. 18:02
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This one’s personal, folks. It all started with an argument at work—a friendly debate about how the old ( Advanced Dungeons & Dragons) is lame, while 5th Edition (5E) , is much better. Naturally, I knew I had to prove my point (because, let’s face it, I’m right). So I crunched the numbers, created identical fighter characters for both systems, and put them to the test. The results? No surprises here for you AD&D fans: 5E makes combat easy mode. Fighters in 5E hit more, hit harder, and level up faster, but that’s exactly why AD&D feels so much more rewarding. In AD&D, every hit is a victory, and every miss keeps the tension alive. It’s not just about rolling dice—it’s about survival, strategy, and earning your wins the hard way. I know I’m preaching to the choir with you, my loyal audience, but this one’s still worth tuning in for. Let’s dive into the gritty details, break down the differences, and maybe throw a little shade at 5E while we’re at it. If you’ve ever wanted hard evidence on why AD&D hits different (pun intended), this is the episode for you. #DungeonsAndDragons #ADnDvs5E #RPGCombatShowdown…
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1 AD&D - Cantrips can be useful, listen in. 12:58
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The Tie cantrip in Dungeons & Dragons serves as a versatile tool for illusionists, allowing them to creatively manipulate their environment and enhance gameplay. This spell can be employed in various inventive ways, such as setting traps, securing gear, creating barriers, and distracting enemies. Illusionists can also leverage the cantrip for tactical advantages in combat, assist in rescue operations, and even engage in artistic displays. Furthermore, the Tie cantrip can facilitate puzzle-solving and establish signaling systems, thus enriching the overall gaming experience with strategic depth and creativity. With its range of applications, the Tie cantrip encourages players to think outside the box and use their spells in multifaceted ways. Highlights 🎭 Trap Setting: Utilize the Tie cantrip to set up snares or tripwires for ambushes. 🎒 Securing Gear: Keep belongings safe while camping by tying them down with the cantrip. 🚧 Creating Barriers: Form makeshift barriers to block paths or slow down enemies. 📣 Distraction: Create noise distractions by tying objects together, diverting attention from the party. 🛑 Rescue Operations: Quickly secure ropes for rescue scenarios, aiding party members in danger. ⚔️ Creative Combat Tactics: Disarm enemies by tying their weapons or restricting their movement with the cantrip. 🎨 Artistic Displays: Impress NPCs or enhance role-playing opportunities with intricate rope designs. Support: https://Ko-fi.com/TheEvilDM…
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1 End of the Year Wrap up show, Emptying the email bag! 22:24
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It’s hard to believe, but here we are—the end of the year and the final show for 2024! Time flies when you’re slaying dragons, spinning tales, and rolling dice. For this special episode, I decided to do a little housekeeping and tackle the email bag . That’s right—I’ve gathered up all the questions you’ve sent my way over the past year, the ones I haven’t had the chance to answer yet, and I’m clearing them out in one big, jam-packed show. Could your question be one of the lucky ones I dive into? Well, there’s only one way to find out—tune in and see if your name or query makes the cut. Thanks to everyone who’s written in, subscribed, or joined me in the hobby this year. You’ve made this journey incredible, and I’m already cooking up big plans for 2025. But for now, let’s send off 2024 in style—answering your burning questions and dropping some DM wisdom to close out the year. Got a question for future shows? Don’t wait! Shoot an email to askthedm@theevildm.com . Want to support the channel or catch bonus content? Hit up youtube.com/@theevildm/join . Here’s to another year of adventures, laughter, and maybe a few critical hits. Roll high, my friends, and I’ll see you in 2025!…
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The Evil Dungeon Master Universe

The “Command” spell allows a cleric to issue a single, clear command to a creature that understands the language. The target must obey the command for one round, provided it’s unambiguous. Common commands include “halt” or “flee.” Undead and some intelligent creatures may resist the spell with a saving throw, ensuring it’s not foolproof. Highlights 🗣️ Single Command : The spell issues one clear command. 👥 Language Dependent : The recipient must understand the command’s language. ⏳ Duration : Lasts for 1 round only. 🧠 Intelligence Check : Creatures with high intelligence can resist. ⚔️ Undead Immunity : Undead creatures are unaffected. 🚫 Ambiguity Matters : Commands must be unequivocal to be obeyed. 🎭 Common Commands : Examples include “stop,” “flee,” and “sleep.”…
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The Evil Dungeon Master Universe

1 AD&D - Changing up how Clerics get spells? 9:54
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In Dragon Magazine #92, Gary Gygax wrote and article discussing that the way Cleric's get their spells isn't really written in stone and you as the DM can change it up a bit. Clerics and druids have access to all spells without needing spell books, as their powers are granted by their deities. While the rules allow flexibility, experienced Dungeon Masters may alter these to enhance gameplay. The balance of power is crucial, allowing for the removal or addition of spells based on character faithfulness and the campaign’s needs. This can lead to interesting dynamics, such as withholding spells from unfaithful clerics or druids. Highlights -📜 Clerics and Druids’ Spells: Access to all spells without spell books. DM Flexibility: Experienced Dungeon Masters can modify rules for better gameplay. Balance is Key: Maintaining game balance is crucial when altering spells. Faithfulness Matters: Rewards and penalties based on character faithfulness. Spells Can Be Withheld: Justifiable reasons exist for withholding spells from characters. Druidic Abilities: Druids have specific abilities based on their deities. Character Dynamics: Faith and adherence impact character powers significantly.…
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The Evil Dungeon Master Universe

1 AD&D - Wishes, Alter Reality Spells and Attributes.. 9:08
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Players often use wishes or alter reality spells to boost their character’s ability scores. However, to prevent characters from easily achieving high scores (like multiple 18s), it’s suggested that once an ability score reaches 16, wishes only increase it by 1/10th of a point. Thus, raising a score from 16 to 17 requires 10 wishes. Magical books or devices can still raise scores above 16 by a full point, but wishes are limited in their effectiveness. Highlights -✨ Players commonly use wishes to enhance ability scores. Unlimited wish use may lead to imbalanced characters. A cap is suggested for ability scores at 16 and above. Wishes increase scores past 16 by only 1/10th of a point. Raising a score from 16 to 17 requires 10 wishes. Magical items can still raise scores above 16 fully. The restriction applies only to wishes, not other methods.…
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The Evil Dungeon Master Universe

1 AD&D - Advice on Making Taverns a little more interesting.. 11:02
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Today's podcast, I got an facebook message on my page from John P, asking about how to make Taverns a little less boring. Each tavern should have a unique style , distinct food , and interesting NPCs to create memorable experiences for players. Highlights: Style of the Place : Unique ambiance and decor. Food Offerings: Distinctive dishes or "house specials" not found elsewhere. Interesting NPCs: Engaging characters that enhance the experience.…
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The Evil Dungeon Master Universe

1 AD&D - Oriental Adventures Magical Items 11:57
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The “Charm of Protection from Theft” is a protective charm written on yellow or red paper that reduces stealth success by 20% for intruders. It must be displayed on the door lintel and inflicts damage on removal by non-owners. The “Diamond Mace” is a magical item that discharges a powerful lightning bolt but has limited charges and can be sold for 1000 ch’ien. The “Drums of Thunder” allow the wearer to perform various magical feats, including flying and controlling weather, with a limited number of charges available. Highlights -🔒 Charm of Protection : Reduces intruders’ stealth success by 20%. Display Requirement : Must be placed on the door lintel for effectiveness. Damage on Removal : Non-owners suffer 2d10 damage if they try to remove it. Diamond Mace : Discharges a powerful 12-dice lightning bolt, limited charges. Value of Mace : Can be sold for 1000 ch’ien when depleted. Drums of Thunder : Versatile magical item with various charging uses. Flight and Control : Allows flying and weather control among other magical functions.…
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The Evil Dungeon Master Universe

1 AD&D - Let's talk Honor Mechanics from OA 15:44
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Honor is paramount for a character, reflecting their worth, dependability, and family reputation. Honor can be earned or lost through actions, impacting a character’s social standing, respect, and influence. Unlike traditional notions of good and evil, honor measures deeds accomplished regardless of morality. Characters must carefully track their honor points as their actions can elevate or disgrace their family name. Highlights -🏮 Honor Matters : Power and wealth are meaningless without honor. Earning Honor : Actions like bravery and loyalty increase honor points. Losing Honor : Dishonorable deeds lead to loss of honor points. Family Ties : A character’s honor affects their family’s reputation and vice versa. Class Differences : Honor impacts characters differently based on class and actions. Tracking System : Players must record honor points, awarded by the DM. Consequences of Honor : Low honor can lead to disgrace and loss of status.…
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1 AD&D - Cursed Items and Identifying them... 10:31
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Today's podcast topic comes from LeroyD20 on X, he suggested a discussion about cursed items. Cursed items. The bane of adventurers everywhere and the mischievous delight of dungeon masters. You know the drill—our plucky hero picks up a shiny new sword, only to find out it’s not so much “Sword of Slaying” as it is “Blade of Bondage.” But what makes cursed items so delightfully dangerous in AD&D isn’t just their effects—it’s the mystery surrounding them and the inherent gamble in figuring out what you’ve got. Enter the Identify spell.…
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1 AD&D - Thoughts about the Rod of Smiting.. 9:28
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Today's podcast is all about the Rod of Smiting. I wanted to discuss this Magical item, because I've seen some confusion surrounding it in regards to how its used and where it falls under for using it. The Rod of Smiting is a +3 magic weapon that deals 4-11 damage (d8 + 3) to most enemies and has special effects against golems and outer plane creatures. Against golems, it inflicts 8-22 damage (2d8 + 6) and can completely destroy them on a roll of 20 or higher, but each hit drains a charge. For outer plane creatures, it also deals normal damage, but a roll of 20 or higher triples the damage and drains a charge. The rod cannot be recharged. Highlights -⚔️ Weapon Type: +3 magic weapon ⚔️ Standard Damage: 4-11 (d8 + 3) hit points ⚡ Against Golems: 8-22 (2d8 + 6) damage 💥 Golem Destruction: Roll of 20+ completely destroys 💣 Charge Drain: Each hit on a golem drains 1 charge 🔋 Outer Plane Damage: Normal damage with special effects 🌌 Non-rechargeable: Cannot be recharged ❌…
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The Evil Dungeon Master Universe

1 AD&D - Cloak of Guarding from Dragon 91 11:05
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The Cloak of Guarding is a gray woolen garment that becomes rigid upon impact, deflecting non-magical missiles and reducing damage from physical attacks. It withstands pressure until it absorbs 25 hit points of damage, after which it disintegrates. However, it offers no protection against heat, cold, or electrical attacks. It has a value of 1500 experience points and can be sold for 10,000 gold pieces. Highlights -🧥 Material : Identical to a woolen cloak in weight and texture. Impact Response : Becomes rigid upon physical blows, deflecting attacks. Damage Reduction : Reduces damage by -2 per die, minimum 1. Pressure Limit : Absorbs up to 25 hit points of damage from sustained pressure. Disintegration : Disintegrates after reaching damage threshold. Rest Requirement : Requires resting to regain protective powers. Elemental Vulnerability : Maximum damage from heat, cold, and electrical attacks.…
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The Evil Dungeon Master Universe

1 AD&D - Designing For Unique Wilderness Encounters 8:41
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The article "Designing for Unique Wilderness Encounters" provides Dungeon Masters with tables and instructions to generate unique terrains and features for wilderness encounters. It focuses on integrating environmental diversity into gameplay by considering terrain types, grades, slopes, and features like streams, ponds, and vegetation. The goal is to create realistic and strategic battlefield setups, enhancing immersion in outdoor adventures. Highlights 🎲 Random Tables : Provides comprehensive tables for generating terrain types such as clear, rough, marshy, wooded, and mountainous environments. 🗺️ Terrain Segments : Encourages dividing terrain into four-square-foot areas to determine distinct features in each segment. 🌊 Water Features : Includes streams, rivers, and ponds with guidelines for determining their location and course. 🏞️ Slopes and Grades : Tables account for terrain grades (gentle, steep, sheer) and slope directions, adding verticality and challenge to encounters. 🌳 Vegetation Types : Introduces vegetation levels from featureless areas to dense woods, affecting visibility and movement. 🛡️ Strategic Design : Terrain features impact battlefields, sightlines, and surprise chances, offering tactical depth. 🗓️ Adaptability : Designed for modular use, allowing DMs to blend features or shrink/enlarge them based on specific needs. Key Insights 🌐 Diverse Terrains : Terrain categories include Clear, Rough, Marshy, Wooded, and Mountainous, each with its own table of features and additional elements. 🧮 Probability Distribution : Rolling percentages ensure random yet balanced terrain generation, with most rolls leaning toward common features like hills or light woods. 🚶 Movement Impact : Features like marshes and steep grades reduce movement speed, while slopes and rough ground add positional complexity. 🌲 Visibility and Surprise : Dense woods and featureless areas alter visibility, increasing or decreasing the chances of surprise and combat engagement ranges. 💧 Dynamic Rivers and Streams : Specific rules for placing rivers and determining their direction, crossings, and fords add realism and functional design. ↕️ Elevation and Facing : Tables for slope direction and facing influence player strategy and the placement of enemies or hazards.…
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The Evil Dungeon Master Universe

An interesting magical item from the AD&D Comic book 1989, issue 2. Highlights 🔮 Lockstone Description : A magical device resembling a crystalline or metallic orb or egg, believed to originate from the outer planes. 🕒 Timed Functionality : Lockstones are set to release one or more spells when specific conditions are met. 🧙♂️ Programming : Can only be programmed or reprogrammed by a wizard of at least 16th level. ✨ Spell Storage : Capable of storing up to three spells; becomes dormant for at least a year after use. 🔐 Versatile Utility : Often used to trap extraplanar creatures or safeguard valuable treasures. Key Insights ⚙️ Preconditions : Up to two preconditions must be met for the Lockstone to activate, such as time passage or specific interactions. 🔥 Example Use : Imig Zu used a Lockstone to imprison a fire elemental with conditions tied to time and physical interaction. 🐉 Creature Guardian : Activation may release a creature, like a Greater Basilisk, as part of the Lockstone’s effects. 🌍 Rare Artifact : Lockstones are uncommon and have only been discovered a few times in specific regions, such as the North. 📜 Historical Significance : These artifacts may hold lore or be central to grander magical or planar events.…
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The Evil Dungeon Master Universe

Solstice Fang is a powerful +2 longsword forged from rare silvery metal, designed specifically to combat undead creatures, particularly vampires. Crafted by the Order of the Dawn during a solar eclipse, it features magical properties that enhance its effectiveness against the undead. However, wielding it comes with a curse, causing the user to experience visions of the undead’s final moments, weakening their resolve over time. Highlights ⚔️ Type: Finely crafted longsword for battling undead. ✨ Enchantment: +2 bonus to attack and damage against undead. 🧛 Vampire Slayer: Deals extra damage and can destroy vampires on a critical hit. ☀️ Sunburst Ability: Emits sunlight to stun and damage undead once per day. 🩸 Bloodbind: Can bind to a vampire, causing additional damage. 😱 Curse: Haunting visions weaken the wielder after killing undead. 📜 Lore: Created by the Order of the Dawn, lost to history but still calls to heroes.…
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The Evil Dungeon Master Universe

The Wand of Enemy Detection is an underappreciated magic item in AD&D, useful for detecting hostile intent and enhancing gameplay strategies. Highlights 🪄 Useful Item: The wand detects hostile creatures, including invisible or disguised enemies. 🚪 Closed Door Detection: Players can use the wand to check for threats behind closed doors. 🎭 Hostility Criteria: The wand senses intent, meaning it won’t detect non-hostile party members. ⚔️ Party Dynamics: The wand’s usage can influence party strategy and NPC interactions. 💡 Learning Experience: Players often underestimate the wand but learn its value through gameplay. 🎲 Charges: The wand comes with multiple charges, allowing for strategic use throughout campaigns. ⏳ Time Management: Veteran players prefer streamlined activation of magic items to enhance game flow.…
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The Evil Dungeon Master Universe

1 AD&D - The Thorn Curse in your campaign.. 12:08
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On today's podcast, I decided to explore the Thorn Curse from the Halloween movies and how it could be used in your campaign. In the isolated village of Thornbrook, strange deaths and ominous signs lead players to investigate a dark curse tied to the Thorn Mark, which forces one family member to sacrifice kin for the village’s survival. As the players uncover the curse’s history and face moral dilemmas involving Eldric Thorn and his descendants, they must ultimately decide whether to end the curse or pass it on, facing the consequences of their choice. Highlights -🌿 Village Plight: Thornbrook is haunted by strange deaths and dark omens. 🏚️ The Thorn Mark: A cursed family must sacrifice kin to protect the village. ⚔️ Ancient Pact: The curse originated from a pact made during Samhain. 🔮 Moral Dilemmas: Players must choose between ending the curse or continuing it. ⚖️ Eldric’s Struggle: The immortal Eldric Thorn bears the burden of the curse. 👻 Constellation Ritual: The curse is tied to a mystical constellation visible on Samhain. 🌌 Consequences: Choices impact the village’s fate and the players’ futures. 🌄…
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The Evil Dungeon Master Universe

1 AD&D - Gary Gygax did not play as written & Blindheim Creature 10:34
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Today's podcast talks about something that is trending on X about how Gary Gygax stated about how to play AD&D and Batman Tim wanted a wacky creature talked about today! Highlights 📖 Blindheim is featured from the Fiend Folio, a 1981 UK monster compilation. 🐸 Described as a yellow frog-like humanoid with blinding eyes. 🌟 Its blinding stare can incapacitate characters for 11 to 20 turns. 🎲 Effective Armor Class changes based on whether characters are blinded. 💡 The Blindheim serves as a deceptive challenge for mid to high-level players.…
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The Evil Dungeon Master Universe

1 AD&D - Detecting Alignment, Its not as cut and dry as you think. 11:13
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In today's episode, I go over the rules for detect good and/or evil as listed in the Dungeon Masters guide. This gives us a little more then what's listed in the players handbook under the Paladin ability "Detect Evil". It tells us that only "Know Alignment" can truly determine a person's alignment. The detection of good and evil in characters relies on powerful spells or inherent character alignment. Only strong manifestations of good or evil can be detected, often radiated by high-level characters or powerful beings. Most magic items do not reveal such auras unless specifically aligned, while certain places or items like holy/unholy water do. Detection requires a period of stillness and concentration to perceive these auras accurately. Highlights -🔍 Character Alignment : Distinction between character alignment and powerful forces. Know Alignment Spell : Essential for determining inherent good or evil. High-Level Characters : Only strong alignments (8th level+) may radiate auras. Powerful Beings : Demons and devils emanate strong evil or good. Magic Items : Most do not radiate unless directly related to alignment. Neutral Items : Items like poison have no aura. Concentration Required : Detection needs focus and stillness.…
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The Evil Dungeon Master Universe

The “Rainbow” spell is a 5th-level cleric evocation/alteration that harnesses the power of rainbows to create various magical effects. The cleric can choose from four applications: a magical bow that fires colored arrows with special damage effects, a bridge made of rainbow hues, an elevator that lifts the cleric and others, or a flagon that produces magical water with healing and protective properties. The spell has a duration of 1 round per level and requires specific components to cast. Highlights -🌈 Spell Level: 5th-level cleric evocation/alteration. Range: 72 inches. Duration: 1 round per caster level. Bow Application: Fires colored arrows with unique damage. Bridge Application: Creates a weight-bearing rainbow bridge. Elevator Application: Lifts the caster and allies skyward. Flagon Application: Produces magical water with healing effects.…
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1 AD&D - Incorporating the Croatoan legend into your game.. 11:25
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The Croatoan Roanoke legend surrounds the mystery of the lost colony established in 1587 on Roanoke Island, North Carolina. When Governor John White returned in 1590, he found the settlement abandoned, with only the word “Croatoan” carved into a post, hinting at the nearby Croatoan tribe. Theories about the colonists’ fate include assimilation, relocation, and death from starvation or conflict, making it one of America’s greatest historical enigmas. Highlights -🗺️ Roanoke Colony established in 1587 on Roanoke Island. John White returned in 1590 to find the colony abandoned. Only clue left was “Croatoan” carved into a post. “Croatoan” refers to a nearby tribe and island. Theories include assimilation, relocation, or death. The mystery persists as a historical enigma. Roanoke remains a topic of fascination in American history.…
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The Evil Dungeon Master Universe

Shadows are undead creatures tied to the negative material plane, often lurking in ancient ruins or deep underground. They drain life force by touch, sapping both health and strength from their victims. Shadows are challenging to detect, blending seamlessly into darkness, and are immune to many typical spells and cold-based attacks. Victims drained to 0 strength or health transform into shadows themselves, perpetuating their ominous existence. Highlights : Strength Drain : Shadows inflict both physical damage and strength reduction with each touch, weakening their prey with every strike. Undetectable in Darkness : Shadows are almost invisible (90% undetectable) unless in bright light, making them perfect ambush predators. Transformation Effect : Victims reduced to 0 strength or health become shadows, adding a deadly and self-perpetuating threat to encounters.…
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The Evil Dungeon Master Universe

The article "Arcane Academe: Adding to the Thief" by Jeff Martin introduces new skill options for the Thief class in AD&D, inspired by the Unearthed Arcana supplement. It provides additional skills like Appraise, Ransack, and Infiltrate, aiming to give Thieves more variety and specialization within the game. This expansion allows for a more detailed approach to Thief abilities, enhancing their gameplay experience with refined skill checks, racial and dexterity adjustments, and various skill proficiencies based on level. Highlights 🏛 New Thief Skills : Introduces Appraise , Ransack , and Infiltrate to expand Thief abilities. 📜 Appraise : Allows Thieves to determine an item’s value accurately, especially valuable or rare items. 🔍 Ransack : Skill focused on quickly finding hidden items or concealed compartments. 🕵️ Infiltrate : Enhances the Thief’s ability to sneak, hide, and infiltrate restricted areas. 📈 Level-based Proficiency : Skills improve with Thief levels, allowing gradual mastery. 🧬 Racial Adjustments : Certain races (e.g., Dwarves, Elves) receive bonuses to specific Thief skills. 🤸 Dexterity Adjustments : Dexterity modifies Thief skills, with higher Dexterity providing additional benefits.…
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1 AD&D - Email Question: Do Tieflings belong in D&D Campaigns? 12:44
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Today's podcast comes from listener, Hunter and he wanted to know if Tieflings should be common in a fantasy game. So I tried to answer this question, while looking at the AD&D 2e Planewalker's Handbook. Tieflings, the most enigmatic of the plane-touched, evoke both fascination and fear. Unlike aasimar or genasi, tieflings lack a clear heritage and are often viewed through the lens of stigma tied to their fiendish ancestry. They forge their own identities, unbound by family or societal expectations, yet they navigate a world that often seeks to define them by their origins. Their journey is one of personal power and self-definition, challenging the perceptions that accompany their lineage. Highlights -🔍 Fascination and fear: Tieflings captivate and intimidate. 🧛♂️ Lack of clear heritage: Unlike aasimar, tieflings have ambiguous ancestries. 🌀 Stigma of fiendish blood: Society often judges them for their origins. 😈 Individual identity: Tieflings create their own paths and identities. ✨ Loners by necessity: No unified tiefling culture exists to support them. 🏞️ Power dynamics: Influence in society is tied to wealth and authority. 💰 Self-definition: A tiefling’s worth is determined by their actions, not lineage. 🛡️…
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The Evil Dungeon Master Universe

Sunray is a 7th-level druid spell that creates a beam of light resembling sunlight, causing blindness and significant damage to creatures within its area of effect. It has a range of 1 inch per level, lasts for 1 round, and affects a 1-foot diameter sphere. Those harmed by sunlight or using ultravision face severe consequences, and undead creatures suffer substantial damage. The spell requires an aster seed and aventurine feldspar as components. Highlights -☀️ Spell Level : 7th-level druid spell 🌿 Range : 1 inch per caster level 📏 Duration : Lasts 1 round ⏳ Area of Effect : 1-foot diameter sphere 🔵 Blinding Effect : Causes blindness for 1-3 rounds unless saved 🔒 Damage to Undead : 8-48 points damage or half on save 💀 Material Components : Aster seed and aventurine feldspar (sunstone) 🌌…
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Happy Halloween everyone! Demonic possession, often absent in D&D lore, allows powerful demons (level IV or higher) to control the bodies of mortals. Only specific demons can possess adventurers, requiring an amulet to remain nearby. Possession involves a saving throw, and a failed save leads to the victim being controlled by the demon. Exorcism is possible but painful, with varying outcomes for both the cleric and the possessed. Once exorcised, the demon cannot repossess the body, but it can return if certain conditions are met. Highlights -🔑 Demonic Possession : Only high-level demons can possess mortals. 👹 Possession Mechanics : Requires an amulet and a failed saving throw. 🎲 Exorcism Process : Painful for both cleric and victim, with various outcomes. ⛪ Possession Effects : Victim retains armor class but uses the demon’s attack level. ⚔️ Demon Control : The demon controls the victim’s actions without penalty. 🧙♂️ Amulet Importance : The amulet’s presence is crucial for possession. 💎 Death and Repossession : Demons can attempt repossession upon death of the host. ☠️ Dragon Magazine Link: https://www.annarchive.com/files/Drmg020.pdf…
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1 AD&D - Egg Laying, Chest Bursting Creature, the Xill! 13:53
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Xill are rare, bipedal, flame-red creatures with four arms that can wield weapons and grapple victims. They reproduce asexually by laying eggs on living humanoids. Xill can shift between the Ethereal and Prime Material Planes, often surprising their victims. They prefer to paralyze or subdue their targets before injecting eggs. While vulnerable during egg-laying, they gain immunity to all but magical weapons afterward. Protection from evil effectively wards them off. Highlights -🔥 Rare Creatures : Xill appear in very limited numbers (1-6). Unique Reproduction : They reproduce asexually by laying eggs on living beings. Ethereal Shift : Xill can transition between planes, surprising opponents. Grappling Attack : They utilize grappling to subdue victims for egg-laying. Weapon Mastery : Xill can wield multiple weapons simultaneously. Vulnerability : Temporarily susceptible to magic while laying eggs. Protection from Evil : This spell effectively wards off Xill.…
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The Evil Dungeon Master Universe

The Hound of Ill Omen is a rare, shadowy wolf-hound that appears as a harbinger of death to a single adventurer. Its presence is fleeting, accompanied by a powerful howl that increases the damage of subsequent wounds. It can only be seen by one individual and cannot be harmed. The creature is believed to appear when a character has deeply offended their deity, emphasizing the consequences of straying from one’s moral alignment. Highlights -🐺 Rare Appearance : The Hound of Ill Omen is very rare. Harbinger of Death : Its presence signals impending doom. Shadowy Form : It appears as a dark wolf-hound, 5’ tall. Powerful Howl : The howl causes quadruple damage on future wounds. Temporary Visibility : Only one party member can see it at a time. No Healing : Healing spells won’t work until a set number of wounds are taken. Divine Offense : The hound appears when a character offends their deity.…
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Dungeons are filled with an array of tricks, from misleading sounds to illusions and physical traps. Players must rely on their wit and foresight to navigate these challenges, as a careless approach can lead to dire consequences. The Dungeon Master (DM) will employ creativity to deceive players, making critical thinking essential for survival. Highlights -🪄 Variety of Tricks : Dungeons are rich with diverse tricks, both annoying and deadly. Sound Illusions : Buzzing sounds may mislead players into false battle preparations. Illusions : Visual deceptions like piles of gold hiding dangers can confuse players. Spatial Manipulations : Slanting passages and teleporters can distort navigation. Room Mechanics : Sinking and rising rooms can mislead players about their actual position. Secret Doors : Proper manipulation can lead to unexpected areas. Rashness vs. Preparedness : Caution and preparation are crucial to countering tricks.…
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The Evil Dungeon Master Universe

Cantrips are basic spells learned by novice magic-users and illusionists during their training. The number of cantrips a magic-user can cast daily increases as they progress through levels. While cantrips are simple and of limited effect, they can be retained in place of higher-level spells. These spells require minimal components, have a short casting time, and are categorized based on their effects. Only two cantrips can be cast in a round, and their use does not interrupt other spellcasting. Highlights -✨ Cantrip Basics : Simple spells for novice magic-users. 📜 Daily Usage : Increases as users level up. 📈 Retention Option : Can retain cantrips instead of higher-level spells. 📚 Casting Requirements : Minimal verbal and somatic components. 🎤 Casting Limitations : Maximum of two cantrips per round. ⏳ Categories of Cantrips : Six main types, plus a special one for illusionists. 🧙♂️ Magical Aura : All cantrips radiate a faint magical aura. 🌌…
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The Evil Dungeon Master Universe

1 AD&D - Appendix V: Agreements for Division of Treasure! 12:51
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Page 122 under Appendix V it outlines suggested agreements for the division of treasure among characters in a game. It presents methods such as equal shares, shares by level, and equal shares plus bonus, with specific modifiers for player and non-player characters. It also addresses the complexities of dividing magical items and provides methods for equitable distribution, emphasizing the importance of establishing these systems before the adventure begins. Highlights -💰 Equal Shares: Simple division of treasure among all characters. Shares by Level: Division based on total character experience levels. Bonus Shares: Extra shares for outstanding characters, as voted by the group. Henchmen Rules: NPC henchmen count as half and cannot receive bonuses. Incapacitated Characters: Limited to treasure before incapacitation. Magic Item Division: Requires consensus for equitable distribution. Pre-Adventure Agreements: Systems should be established before starting.…
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1 Divine Retribution: The Deadly Duel with an Aleax in AD&D 10:30
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An Aleax is a unique being sent by gods to punish or test those who stray from their alignment, fail in their duties, or otherwise anger a deity. It takes on the exact physical appearance of its target, including their equipment, and engages in a duel. The Aleax regenerates and fights relentlessly but has specific rules that differentiate it from its victim. If the target is slain by an Aleax, they are taken to the god's plane and cannot be resurrected by ordinary means. The creature cannot be detected by normal or magical means except by its victim, appearing as a perfect mirror image. Highlights: 🧙♂️ Divine Messenger: The Aleax is a physical manifestation sent by the gods to punish mortals who anger them or stray from their alignment. 👤 Mirror Image: The Aleax looks identical to its victim, down to their armor, weapons, and abilities, making it a perfect duplicate. ⚔️ Unrelenting Fighter: It fights until the victim is killed or redeems themselves, with the ability to regenerate after being wounded. 🔍 Undetectable: Only the victim can perceive the Aleax, making it invisible to others and impossible to detect by magical or non-magical means. 🚫 Permanent Consequences: If a person is killed by the Aleax, they cannot be resurrected except by divine intervention, and they are taken to the god’s plane.…
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The Evil Dungeon Master Universe

1 AD&D - Let's talk about Dark Elves aka Drow 13:04
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Dark elves, or drow, are a unique sub-race of elves known for their inky black skin and white or silver hair. They can choose classes like cleric, fighter, and thief but are typically considered outcasts from their underground homes. Drow player characters lack the magical resistance of their NPC kin and must navigate life without the usual equipment of their kind. They possess unique abilities, including magic spells and a silent language, and they prefer to operate in darkness or gloom. Highlights -🖤 Appearance : Dark skin and white/silver hair. 🌑 Classes : Options include cleric, fighter, and thief. ⚔️ Outcasts : Drow player characters are exiled from their homeland. 🚪 Magic Resistance : Player characters lack the 50% magic resistance of NPCs. 🔮 Combat Style : Can dual-wield weapons but cannot use shields. ⚔️ Unique Language : Speak common, undercommon, elvish, and a silent language. 🤐 Abilities : Infravision and innate magic spells like darkness. 🌌…
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The Evil Dungeon Master Universe

Elfin Chain Mail (yes this is how its spelled in the book) is a rare, magical armor crafted by elves, known for its lightweight and flexibility, allowing it to be worn discreetly under clothing. Despite its suitability for thieves, it can slightly hinder their movements. The armor is typically fit for elves or half-elves, with various sizing possibilities for other races. Its creation secrets are closely guarded by elves, and it may be awarded to heroes who serve them well. Highlights -🛡️ Magical Armor : Elfin Chain Mail is a unique type of magical armor. Lightweight : Its fine and light design allows for discreet wear. Thief Compatibility : Thieves can use it, but it may hinder their agility. Rarity : This armor is extremely rare, made only by elven craftsmen. Specific Fit : Typically sized for elves and half-elves, with limited options for others. Guarded Secrets : The manufacturing secrets are closely kept by the elven people. Heroic Rewards : Non-magical versions are given as rewards for great service to elves.…
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The Evil Dungeon Master Universe

1 AD&D Let's Discuss Vision and Movement for a moment.. 12:03
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Infravision allows creatures to see in the infrared spectrum, useful for nocturnal and underground beings. Different light sources, such as torches and magic weapons, provide illumination necessary for activities in low-light environments. Infravision can be hindered by light sources and extreme temperatures. Ultravision enables sight in the ultraviolet spectrum, while silent and invisible movement techniques enhance stealth in various situations. Highlights -🔦 Infravision : Enables seeing heat radiation; warm objects appear bright. Light Sources : Various devices like torches and magic weapons illuminate areas differently. Ultravision : Allows sight in ultraviolet spectrum, aiding visibility in darkness. Silent Movement : Thieves can move quietly, improving chances of surprise. Invisible Movement : Magic can render characters invisible, but light sources expose them. Temperature Effects : Light can spoil infravision; great heat affects visibility. Stealth Mechanics : Characters must manage light and sound to remain unseen…
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The Evil Dungeon Master Universe

Today's podcast is talking about the holy water creation rules found in the DMG on page 115! Only clerics, except druids, can create holy or unholy water using a special basin and font made of precious metals. The process requires casting specific spells and can only be done once a week. The amount of water produced depends on the metal used. If defiled, the font must be remade at a significant cost. Consuming holy water can delay lycanthropy or becoming undead. Highlights -💧 Cleric Exclusivity : Only clerics (not druids) can create holy/unholy water. Special Basin Required : A blessed/cursed basin made of precious metal is essential. Spell Sequence : Specific spells must be cast in order for creation. Weekly Limit : Creation can only happen once per week. Defilement Consequences : Fonts can be desecrated, requiring costly remaking. Consumption Benefits : Drinking holy water can slow lycanthropy or undeath. Metal Capacity : The capacity of the basin varies by metal type.…
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The Evil Dungeon Master Universe

1 AD&D - Reviving Life and Levels, The Restoration Spell! 9:07
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Listen into today's podcast as I go over the spell ‘Restoration’ in the player's handbook. Discover how it can revive lost levels and restore vitality while unraveling its unique mechanics and strategic uses in gameplay. Whether you’re a seasoned player or new to the realm, this episode will equip you with valuable insights for your next adventure! Highlights 📖 Restoration is a 7th-level cleric spell for 16th-level clerics. ✋ It has a range of touch and a permanent effect. ⏳ Casting time is three rounds with no saving throw. ⚔️ It restores lost life energy levels and can cure various forms of insanity. 💰 The cost is 10,000 gold plus 10,000 per level restored. ⚡ Restoration can also restore intelligence lost from a feeble mind spell. 🧙♂️ Essential for recovering from energy drain effects from undead with a successful 'To-hit' touch attack.…
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The Evil Dungeon Master Universe

Gauntlets of Dexterity : These seemingly ordinary leather gloves are magically enhanced to fit any wearer, whether a halfling or a large human. When worn, they offer a significant boost to the wearer’s dexterity: If the wearer’s dexterity is 6 or lower , the gauntlets increase it by 4 points . If the wearer’s dexterity is between 7 and 13 , the increase is 2 points . If the wearer’s dexterity is 14 or higher , it is increased by 1 point . Additionally, non-thief characters gain the ability to pick pockets or open locks as if they were a 4th-level thief . For characters who are already thieves, the gauntlets grant a 10% bonus to their chances of success in these abilities, further enhancing their skill.…
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The Evil Dungeon Master Universe

1 AD&D Skills, Modifiers, and Probability in Play.. 13:59
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Today's podcast has us looking at Dragon Magazine #68 , on page 82, an article titled, "You've Always Got a Chance..." -- This Article goes on to tell you how to take the ability score based on the situation, multiply it by 5 to get a percentage chance of success. Highlights -🛡️ Orc Attack : Orcs battering down the door create immediate tension. Thief’s Escape : The thief climbs to safety on a ledge. Rope Toss : The thief throws a rope to the fighter below. DM’s Dilemma : The DM must assess the fighter’s chances of success. Success Probability : Guidelines for determining success based on character abilities. Skill Breakdown : Analyzing actions into steps and associated skills. Modifiers Matter : Adjusting probabilities based on situational factors.…
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The Evil Dungeon Master Universe

1 AD&D - The Deck of Many things... Campaign breaker? 22:55
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Welcome to another Podcast! Today I am going over an item requested by Dan S, the Deck of Many things! The Deck of Many Things is a favorite magic item in AD&D, offering exciting and unpredictable effects that can drastically change gameplay. Highlights 🎴 The Deck of Many Things is beloved by players and DMs alike. 📜 Printed cards can be found in Dragon Magazine #148, 1989, based on the first edition DMG. 🔮 Each card offers unique benefits or hindrances, enhancing game unpredictability. ⚔️ Cards like the Sun and Moon provide significant boosts, while others introduce challenges. 🗺️ The deck encourages side quests and character development through its effects. 🎲 Players can creatively use the deck for memorable gameplay experiences.…
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The Evil Dungeon Master Universe

1 The Dragon Slayer: AD&D Weapons of Legend? 12:42
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The Sword +2, known as the Dragon Slayer, deals +4 damage against all true dragons and triples damage (3-36 + 4 or 7-40) against one specific dragon type determined by a random roll. However, if the sword is rolled as an unusual sword, if its the same alignment, that would preventing it from slaying dragons of that type and alignment. A roll determines the dragon type, excluding Bahamut and Tiamat. Highlights -🗡️ Sword +2 : A powerful weapon with special abilities. Dragon Slayer : Specifically designed to combat true dragons. +4 Damage : Enhanced damage against all true dragons. Triple Damage : 3-36 + 4 or 7-40 against one selected dragon type. Random Roll : Determines which dragon is affected. Excludes Unique Dragons : Bahamut and Tiamat are not considered.…
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The Evil Dungeon Master Universe

1 AD&D - Let's Discuss the term "Monster" for a moment. 8:49
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On Page 40 of the Player's Handbook we have a little blurb about the term monster. I thought it was an excellent things to discuss and talk about. The term “monster” is broadly applied in adventuring contexts, referring not only to fearsome creatures but also to benign animals, intelligent beings, or even humans that may pose a threat. An encounter with a “monster” signals a potential confrontation, with outcomes influenced by the nature of the creature and the adventurer’s choices. Not all monsters are malevolent. Highlights -🧟 Generic Term : “Monster” encompasses a wide range of beings. Variety of Encounters : Encounters can involve anything from animals to humans. Potential Threat : The term indicates a possible confrontation. Nature Matters : The type of creature impacts the encounter’s outcome. Character Actions : The adventurer’s decisions influence the situation. Not All Bad : Monsters can be friendly or neutral. Adventure Element : Encounters are integral to the adventuring experience.…
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The Evil Dungeon Master Universe

1 AD&D - The Cavalier Class, Over Powered or Just Powerful Fun? 26:54
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Today I am joined by DM Rivers as a special Guest as we explore the Cavalier class from Unearthed Arcana in AD&D, highlighting its unique traits, historical context, and gameplay challenges. Rivers Channel: https://www.youtube.com/@RIVERSRPGChannel/ Highlights ⚔️ The Cavalier class offers a knightly experience akin to the Battle of Agincourt. 🐴 Cavaliers must adhere to a strict code of chivalry and honor. 🎲 No Prime requisite means no experience bonuses for high abilities. 🏇 Unique horsemanship abilities enhance gameplay and tactical options. 📜 Cavaliers face challenges in weapon specialization and class mechanics. 🛡️ Cavaliers can function at negative hit points, enhancing survivability. 👑 Evil Cavaliers exist but with limitations on their abilities and followers.…
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The Evil Dungeon Master Universe

1 AD&D - The Power of the Ring of Regeneration! 9:43
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The Rings of Regeneration in AD&D are powerful magic items that restore hit points and can bring characters back from death, with two distinct forms offering unique benefits. Highlights 🔮 Powerful Magic Item : The Ring of Regeneration is one of the most potent items in AD&D. 💖 Healing Factor : Restores one hit point per turn and can replace lost limbs or organs. ⚰️ Return from Death : Can bring a character back to life, but requires a saving throw against poison. 🧙♂️ Age Resistance : Users do not age normally, extending their lifespan significantly. 🩸 Vampiric Variant : The vampiric regeneration ring heals the wearer based on damage dealt to foes. ⚔️ Combat Advantage : A fighter can heal while engaging in melee combat, making it a strategic asset. 🎲 Discovery Mechanics : Determining which ring is found involves percentile dice rolls. Support Buy Me A Coffee…
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The Evil Dungeon Master Universe

1 AD&D Exploring Magic-User Spell Books Rules... 16:10
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Magic-user spell books are essential for spellcasters, typically consisting of one or two books upon completing their apprenticeship. There are two types: standard books, containing a higher number of spells, and traveling books with fewer spells. Costs for these books vary based on spell levels, and new spellcasters often receive their initial books from their masters. Standard spell books are made of durable materials and have specific dimensions, with protections against damage. #Adnd #dungeonsanddragons #RPG Highlights -📚 Types of Books : Two kinds—standard (36 cantrips, 24 spells of 1st-3rd level, etc.) and traveling (one-fourth of standard). Costs : Standard books cost 1,000 gp plus 100 gp per spell level. Initial Books : New spellcasters typically receive their first books from their masters. Composition Time : Composing a new standard book takes 4-7 weeks during training. Physical Specs : Standard books measure around 16"x12"x6" and weigh 150 gp. Durability : Made of heavy leather and vellum, providing durability and security. Protection : Standard spell books have a saving throw against various damage types.…
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The Evil Dungeon Master Universe

1 AD&D - Necklace of Strangulation and Its Uses... 12:03
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A Necklace of Strangulation is an enchanted item that can only be discovered when placed around the wearer’s neck. Upon wearing it, the necklace constricts, causing 6 hit points of damage per round and cannot be removed without powerful spells. The wearer will eventually die, leaving only a skeleton behind. Highlights 🎭 Enchanted Item : The necklace is covered by enchantments that conceal its true nature. ⛓️ Immediate Constriction : It tightens instantly upon being worn. ⚔️ Damage Infliction : The wearer suffers 6 hit points of strangulation damage every round. 💀 Inevitability of Death : The wearer will die from the damage caused by the necklace. 🔒 Irremovable : The necklace cannot be taken off without powerful spells like alter reality or wish. 🦴 Final Fate : The remains of the wearer will be a dry skeleton once they perish. 🧙♂️ Powerful Magic : Requires significant magical intervention to remove.…
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