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Mind The Business: Small Business Success Stories


Hitting plateaus is a common milestone in business, but there’s a difference between stability and a rut. In the last installment of this season, we’ll dive into the ways small business owners push beyond plateaus and find new ways to achieve revenue growth. Jannese and Austin wrap up their time in Nashville, Tennessee with a wonderful visit to N.B. Goods to speak with owner Camille Alston . Camille details the times where she hit a wall with profits, the strategies she implemented to increase revenue, what worked, what didn’t, and the important lessons she learned in the process. You won’t want to miss this informative final chapter! Learn more about how QuickBooks can help you grow your business: QuickBooks.com See omnystudio.com/listener for privacy information.…
AD&D - Appendix F: Gambling, plus my homebrew game
Manage episode 468484729 series 2330792
Contenuto fornito da The Evil Dungeon Master. Tutti i contenuti dei podcast, inclusi episodi, grafica e descrizioni dei podcast, vengono caricati e forniti direttamente da The Evil Dungeon Master o dal partner della piattaforma podcast. Se ritieni che qualcuno stia utilizzando la tua opera protetta da copyright senza la tua autorizzazione, puoi seguire la procedura descritta qui https://it.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
275 episodi
Manage episode 468484729 series 2330792
Contenuto fornito da The Evil Dungeon Master. Tutti i contenuti dei podcast, inclusi episodi, grafica e descrizioni dei podcast, vengono caricati e forniti direttamente da The Evil Dungeon Master o dal partner della piattaforma podcast. Se ritieni che qualcuno stia utilizzando la tua opera protetta da copyright senza la tua autorizzazione, puoi seguire la procedura descritta qui https://it.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
275 episodi
Semua episode
×In this episode, I crack open Deities & Demigods and dig into those legendary stat blocks, from Strength 19 to a god-tier 25... and what those numbers actually do. Then we head to Dragon Magazine #67, where Gygax updates the standard powers of the gods. To top it off, I share a tale from my campaign about the time my character took the long, divine road to demigod-hood under the guidance of the one and only Joe DM. #ADnD #OldSchoolDND #DeitiesAndDemigods #DragonMagazine #Gygax #TTRPGLore #DungeonsAndDragons #OSR #Demigod #TabletopRPG #ClassicDND Support me: https://ko-fi.com/TheEvilDM…
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…
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…
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!
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!
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…
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…
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.…
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.…
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…
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…
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…
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…
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…
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…
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…
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…
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!…
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.”…
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.…
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

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.…
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.…
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.…
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.…
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 ❌…
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.…
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.…
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.…
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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