The nefarious Evil Dungeon Master is here to share invaluable tips and tricks on Dungeons & Dragons, Palladium, and a myriad of other RPGs. Drawing from over 30 years of diabolical Dungeon Mastering Experience, these bite-sized daily podcasts (10 to 15 minutes each) are brimming with wicked wisdom that you simply can't afford to miss. Mostly system neutral, but has favored editions and game systems. Season 7 is current and is all about AD&D! https://solo.to/theevildm for all my links!
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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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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. …
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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 resource…
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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 thePotion 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 th…
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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…
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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…
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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 intellige…
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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…
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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 …
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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 nightm…
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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 fa…
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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 c…
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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. #ADNDTrueNeutr…
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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…
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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 pu…
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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 tacti…
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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 h…
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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…
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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 …
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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…
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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 spe…
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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 …
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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 h…
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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…
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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 creat…
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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 ex…
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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…
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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…
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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 expe…
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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 …
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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 play…
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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 inca…
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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 reli…
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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 produc…
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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, rel…
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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…
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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 detaile…
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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…
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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…
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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…
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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 dur…
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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 …
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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. High…
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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 cas…
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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 fo…
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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 i…
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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 equipme…
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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 possib…
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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 ultrav…
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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 de…
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