D&D players have spent almost 50 years breaking the game. Some of these exploits became “cryptids” in their own right.
This week: the arrowhead of total destruction, nuclear warhead powered by extradimensional spaces; and the wireless troll, communication via regeneration.
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Lucas: Welcome to Making a Monster, the bite-sized podcast where we look at the monsters in Dungeons and dragons and other tabletop RPGs and discover how they work, why they work and what they mean for these episodes. I’ve assembled a crack team of D and D podcasters from all over the world to track down monsters, born of the system itself.
Jeremy Vine: I’m Jeremy vine, I’m a professional dungeon master.
Jarrod Jahoda: My name is Jarrod Jahoda, and you can find me on any podcast platform under Mid-level Adventurers.
Danilo Vujevic: I’m Danilo, the host/producer/editor of Thinking Critically, a D&D discussion podcast where we take a single word or topic and discuss what it means in the D&D and wider TTRPG framework.
Rebecca Gray: Hello, I’m Rebecca
Steve Myers: and I’m Steven.
Rebecca Gray: And we are from A House Sivis Broadcasting Eberron A Chronicle of Echoes podcast.
Lucas: So let’s talk cheese!
Arrow of Destruction
Lucas: we’ll move on. Because I want to talk about one thing that I know has changed from older editions to this edition are the exact mechanics of the way portable holes and bags of holding work, and it’s still bad putting them together. And I think it used to be worse.
Jeremy Vine: So the idea is that there are dimensional spaces like a bag of holding. The bag, you can just put as much stuff- well, a lot of stuff into, and also things like a portable hole, which is a hole that you can put in the ground very much Bugs Bunny, where you can just kind of draw a hole in the ground and then jump in and then pull the hole above you so you’re hidden. Another one is rope trick, which is actually a spell where you basically just drop a rope and you climb up the rope and you hide in a little cabin at the top and the only thing, and then you can pull the rope after you so no one knows you’re in there. Uh, there’s a really interesting, I think in [00:03:00] Eberron, where they’ve got these, the electric trains, and all of the first class cabins are actually these extra dimensional spaces.
So you can have these gorgeous rooms and libraries, while you’re still traveling on the train. But there is a problem when these things start to interact because. I guess two negatives in a positive world kind of thing. really force these things together, there’s going to be a bit of blowback.
A lot of people wonder what happens if you put a portable hole into a bag of holding and previous editions, I believe it was something very nasty.
Lucas: So someone of a mechanical bent has devised a way in which we can use this particular interaction to create a weapon of mass destruction for very little cost. I don’t know if I sent you the diagram that I found, but I feel like this isn’t the
Jarrod Jahoda: Yeah, yeah, yeah.
Lucas: when was the first time you saw this?
Jarrod Jahoda: Probably about 10 years ago or so. You know, like a lot of these things, they originated in someone’s home game and a thought experiment somewhere. And it wasn’t until really like the late nineties, early two thousands when the internet became popular and there were message boards and websites and forums where people could start talking about and really refining these ideas.
And so the D&D forums lit up with all of these things. And the Arrowhead of Mass Destruction is one of them. It’s this idea where you roll up a portable hole and put it in a like special compactor thing, right in front of a bag of holding. And when the arrowhead impacts, the portable hole gets shoved into the bag of holding and detonates a massive explosion because in older editions, that’s what happened when two intraplanar devices tried to swallow one another. It was just too much for the universe. And so a massive explosion, occurred, killing everything in anything, destroying castles and walls and all this nonsense.
Danilo Vujevic: The interaction between these two extraplanar items causes a rupture in spacetime and tears the fabric of reality apart and things go flying and this, that, and the other. So you’re turning an otherwise one d6 arrow into a 10 foot sphere of, delete the terrain here, please.
Jarrod Jahoda: In fifth edition, it’s narrowed down so that if two extra planar openings or bags or holes or whatever, go into one another, they just destroy themselves and spit out everything that was in them, which is a much more like non-lethal version.
Using the Arrow of Destruction
Jeremy Vine: I loathe the arrow of destruction, which as a dungeon master, I just call garbage. I just don’t allow anything like that. It’s the equivalent of creating a mini black hole gun and going, yeah, I’m going to go down the shops and rob a bank with the mini black hole gun inside.
It’s probably not a good idea, uh, just to have in [00:06:00] general. So I generally just say it doesn’t doesn’t work. But it was this weapon of mass destruction that players figured out, Hey, I can do that pretty easily. I can get these things together. It’s an interesting idea. Um, it’s certainly a, a nuclear option.
Jarrod Jahoda: The first time I ever saw this particular idea, I was all aboard. I was in it. I was like, if you can find those things and if you can craft that arrow without killing yourself, you can use that arrow because if you think about it, you’re working with two highly volatile. Well, they’re not volatile.
They are perfectly safe to use by themselves, but the closer they get to one another and they gotta be pretty close. If you’re going to put them into an Arrowhead, then if you can figure that out and in such a way where not only can you manufacture it, but carry it safely. Like, I’m like, if it was me and some of done that, but they have been like, we’ve made this thing.
I’m like, okay, you have successfully made this thing. How are you transporting it? I’m just going to put it in my quiver. Are you now?
Lucas: you know,
Jarrod Jahoda: Okay, let me know how that works. The next time somebody kicks you in the backside or you get smacked by a falling rock. Cause, uh, I don’t think that if that arrowhead is designed to crumple, it’s designed to crumple, but Hey, you live your
Steve Myers: See, this is just all it is. It is making a game more complex for the sake of screwing over your players,
Rebecca Gray: which is why we have the house rule that it doesn’t work.
I think that I dealt with players who tried to use this and they did not like my answer which my answer was that it’s a myth, that it is an absolute myth that
Steve Myers: pop rocks and putting together pop rocks and Coke. Everyone knows it’s a myth, but no one’s willing to do it. No one really wants to do the pop rocks and Coke just in case it is going to cause problems.
Lucas: Right. Even if it doesn’t kill you, it’s gotta be a bad time.
Steve Myers: it’s, it’s going to be uncomfortable and, you know, the. They were trying to have an unseen servant deliver it to yeah.
Instead of the arrow, the arrow is much more concise and I think we need more trick arrows like that, you know, like world ending WMD, arrows in D&D just need to be a thing.
Rebecca Gray: Yeah. Let’s, let’s continue to add more weapons of mass destruction to our games. Listen,
Steve Myers: I’m learning from the morning.
All right. Morning causing arrows. That’s what it was. Yeah.
Lucas: Someone did it. And now we have the morn land.
Steve Myers: had a game that took place in a pocket universe we said, that’s how we ended up there is that we had put a bag of holding into a portable hole and ended up there. And I, I think that if your players are headed that route. have someone else step in like, [00:09:00] Okay.
you guys are messing with time and space.
The inevitable is of time and space. Three, five, go ahead. Just whip them out, have them show up and be like, you guys are trying to break space and time. No, stop it.
Danilo Vujevic: Would I allow it? Yes, but with probably so many strings that it would turn off the, the player. The one example I saw of the mechanism, it was quite an involved mechanism.
You know, you’ve got a pin that holds something in place that has to shatter on impact. And, obviously with any of these kinds of payload type weapons, you have to be able to set it up and arm it essentially beforehand, but still have the strength within it to withstand the torque and the pressures of being flung out of a bow. I would be like, okay, well a, you need an artificer or maybe a wizard and they need a lot of time and you’ll need some resources and probably some failed experiments and the cost to cover, oh, you’ve torn a 10 foot hole in your lab that landlord is probably not super stoked about.
Jeremy Vine: I feel that dungeon masters, particularly don’t like it because you create these wonderful monster that they get to, you’re going to, um, have against the potty for a long time and they shoot them with one arrow and suddenly, well, now there’s a power vacuum as well as the vacuum of space that the creatures just being sucked into.
Lucas: Yeah. And nature abhors both. I wonder if this is the kind of thing that you could build an entire adventure around, like the creation of the arrow of total destruction
Jeremy Vine: I would say you could probably build certainly a module around it. I probably wouldn’t make it an arrow destruction. I make it like a ballista, like a massive or even a catapult that a king is trying to build, like, it becomes the nuclear deterrence, like, if I have this, no one will come against me, but also I’ve got it.
Now I’ve got to go out and, and use it against people and take over places. But the, for the adventure is like at the adventure level, they have to assemble the pieces. They have to go out and find a certain bag of holding that will work for, they have to find a suitable, certain portable hole. They have to find the right things like the right arrow that will stand up to just the friction of using it in the first place.
Um, and this, this idea that each level, each little adventure, he’s getting another aspect of this weapon. And eventually once you have the weapon you’re unstoppable and that’s where the campaign ends. So that’s where the adventure is over. You’ve got the thing. Now. It doesn’t matter whether you can use it or not, because you now have it. It’s like just the, just getting there is the.
Lucas: yeah. It’s almost like the rod of seven parts, except that instead of creating something out of the lore of the world, we’ve created something out of like the, you know, the lore of the world,
you know what
Jeremy Vine: It’s like, it’s just suddenly become a really Metta matter idea for it. It’s like out of the rules of the world, we have created a, an artifact [00:12:00] rather than creating the, the artifact first and bringing up rules for it.
I definitely would, consider it certainly. And I feel that this is something that is built into the game, that there are these artifacts, these weapons that are too powerful to exist. These magical swords that can take over your mind, books of ultimate evil, rings that can rule the world, one ring to rule them, all that kind of thing.
This is built into the game. I feel that what players want is them on a regular basis. Uh, rather than remembering that these, these ultimate power will eventually ultimately corrupt you and you don’t want that part of the story, you just want to get to it. You just want to achieve the ultimate power.
Lucas: Yeah. Cause then you have this game where you have to manage massive international politics. And I don’t know, like, I, I know if that were my game, I’d be like, all right, wait, now
Jeremy Vine: see. I feel,
Lucas: feels somewhat unsatisfying at that
Jeremy Vine: I think at a certain level, if you’ve got this arrow, like nothing can stop you. Depending how many of the arrows you have if three dragons come against you, you can shoot all of them with one arrow. And it does become well that the creatures don’t want to be hit with a nuke. They want to fight back.
So they’re going to stop doing preemptive strikes again. And I think that a lot of the time, particularly fifth edition, people tend to forget that you’re only heroes because you’re the main characters, that the monsters know where they’re doing, the monsters don’t want to die and they will come after you if, if they learn that you have something like this, people will try to take it from here and using it doesn’t mean that they contact it from here.
Lucas: Yeah. there’s no shortcut to, uh, to invincibility.
Jeremy Vine: And also again that if you can make it so can other people that when,
Lucas: oh yeah. Now you have to make it first.
Jeremy Vine: Now the bandit Lord has it and start shooting you with it. And it’s a lot less fun for, for play characters when suddenly your exploit is used against you.
Lucas: Especially if the bandit Lord is everywhere. Uh,
Jeremy Vine: Everyone’s got a mini vortex grenade that just sucks you into the warp. Uh, and it’s, it’s not fun for most people.
Lucas: Yeah. I think this is us sort of encountering the limits items being numbers, being abstracted and physics being not necessarily directly mapped over the real world, because this isn’t a game that’s designed for realism it’s designed for balance. So one of the things that I always like to think of the bag of holding is this is an item that enables us to ignore encumbrance rules so that we can not spend 30 minutes of our weekly session figuring out right.
You know, counting pounds. And so then, you know, that’s how the bag of holding got here. And then we started to ask a lot of questions about extra dimensional spaces. And I think what happens when you put [00:15:00] them together is us throwing up our hands and saying, all right, this is no longer helpful, so they explode.
Steve Myers: well. So we streamlined that process in, in my games I was running them by saying, all right, we won’t do that. And in exchange, you guys have a coin purse of infinite holding. The coin purse can only take coins. They have to be of a printed denomination that exists within the world. is the only thing they can go in there and it will automatically exchange it based on currency.
Steve Myers: all, yeah, that, that way I could make it easy to not have to deal with all of that, because again, I hate math. I’m not here for math, I’m here for storytelling. And as soon as math gets in the way, I’m not going to enjoy it. I
Rebecca Gray: ignoring.
Steve Myers: My first DM did not. My first DM was big on encumbrance rules and I, as a had to deal with that.
Like I was a
Steve Myers: to sneak out a treasure chest full of stuff by being
Steve Myers: it’s a suit of heavy armor guys. I don’t know what you want. It’s armor in there. We carry it out for me. I’m too weak to physically carry out this treasure. Please it for me.
Lucas: Yeah. I mean, that would prevent your rogues from putting a, you know, a massive oil painted portrait of great value into their pocket and then sneaking out the window. So, you know, there’s,
Steve Myers: Yeah. That is also true.
Lucas: there’s a level at which some of this is useful. And I think we’ve gotten that we’ve gotten the Arrowhead of total destruction at the limit of which, you know, by, by taking some of these quality of life improvements and then asking the kinds of questions, they were never meant to withstand.
Steve Myers: Yeah. Yeah. Yeah. I think that everyone wanted game to be as streamlined as possible and not have problems. And then we had to push the envelope.
Rebecca Gray: I mean, but that’s the natural thing when it comes to a lot of, a lot of D&D is people go, but what if I did this, which is the brilliant part about D&D is that people can go.
But, but what if I, but what if I, there could a bunch of swords in my bag of holding, which would a rift in the bag of holding, but I knew exactly where in the Astro plane, my bag of holding would rift to, and I put a portal on the other side and all of those swords would go shooting out of the portal and into the dragons.
Steve Myers: Yeah, that’s your
Rebecca Gray: welcome new cheese, birthday.
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The Wireless Troll
Lucas: the idea here is the wireless troll. And this one only works because we have DNDs picture of trolls as almost fungus people.
Jeremy Vine: Yeah, I feel instead of a troll, a probably a better example is Wolverine. I’m going into and going, well, maybe even Deadpool. That’s a, another good example of this idea that no matter how severe the injury, eventually you’ll be regenerating from a certain point.
Jarrod Jahoda: Yeah. So the idea is that eventually, somehow your party kills a troll. You then take the troll and chop it up into exactly equal pieces.
Lucas: Precision is important.
Jarrod Jahoda: Yeah. Because the way that in some fantasy settings, trolls work, as they regenerate from the largest leftover piece.
Jeremy Vine: And the idea of the wireless troll is essentially that trolls regenerate a lot unless they take fire or acid damage. As a fun aside, they believe this is because the troll god will eat you when you die if you have been burned because you’re ready to cook or if you’ve already been half digested. Uh, so he’s fine with that. And that’s why trolls believed that they are only vulnerable for these things because otherwise they grow back there. Okay. And this idea that if you are on a journey, uh, you cut off a finger or a hand or something of the trial, and it will grow the hand back.
Jarrod Jahoda: So by cutting them all up into like one inch cubes or whatever, which how anyone would know to do this is a, like a really high nature check in my opinion. And then you like leave pieces or leave a piece with like someone you really like to let them know, or maybe you have multiple pieces that you leave and you like from different trolls and you like tag them all. So, you know, which troll goes to which person, right? The idea being that if they ever need you and they’re in dire straights, they just cut up their small piece of troll, which then your piece of troll begins regenerating.
And because it’s growing bigger, you realize that. And you’re like, oh, Bob needs us back in Bob town. And so you can go back to Bob town. So it’s like this, it’s like a more involved in less efficient way of like the sending spell.
Jeremy Vine: But you carry that, that troll hand with you, that stumpy hand and keep it in a bag. And if your followers need to get a message to you urgently, what they can do is tell the troll this cause that you’ve got them [00:21:00] captured. Apparently if you’ve been able to cut up the hand, they kill the troll and cut them into tiny, tiny little bits.
And then the hand that you have of the troll is the largest piece of the troll. So that’s what regenerates, that’s what grows the troll again. And now it can tell you the message. And I can see that working. I like that idea of honestly, Wolverine being able to do that. Well, you got to have a certain amount of body left and it’s like, great.
That’s that’s the bit that, uh, I mean, even I’m going to doctor who, I mean, I feel that’s something that happened in the David Tennant run that I had got chopped off and they were able to grow a new
Lucas: whole deal.
Jeremy Vine: Grow a new doctor from just a hand. And it’s the, kind of the same idea that, but what level does the memory get maintained as a dungeon master is so ripe for abuse.
So ripe for abuse, that the fact that you’re keeping a captive troll I mean, this is where the ethical concern start to come up for me. Like where do you draw the line of, uh, trolls are, trolls are kind of evil for the most part, but not necessarily.
It’s a very D&D thing. Cause I don’t think trolls always have these regenerative ability in, in mythos, in the folklore that we have in our world. The trolls are the three Billy Goats, Gruff. Oh, hide under bridges and I attack people. Um, I mean, if you look at Discworld, which I usually do, trolls are not even, flesh and blood , they are stone and they’re just super tough. They’re not regenerative. You can damage them with a pickax, but uh, you’re not going to be able to like patch it back up with plaster later on.
Jarrod Jahoda: So I think it’s hilarious as hell, and really, ingenious in a way, but it’s built entirely off of meta knowledge, you know, um,
Lucas: break that down for me.
Jarrod Jahoda: So the meta knowledge being like, oh, well, trolls regenerate from the largest pieces in fantasy setting XYZ. Right? That’s the meta knowledge. If you want your ranger to be able to figure that out, well, they are going to have to have whatever creature type trolls are in your setting as their favored enemy in like five V. I think they are giants by default.
Lucas: Yeah, they are some, they’re this weird sort of fungal variant of giant.
Jarrod Jahoda: Yeah. So your favored enemy would have to be giants. Number one, number two, you have to be proficient in nature. And number three, you would have to roll like a 30 nature check to figure this out. Right. Which is possible. But then I would require like a 30 survival check add five days to chop it up into all these little pieces.
What are you gonna do with the rest of the pieces? Because if any piece gets cut up damaged, eaten by a bird, then other than another piece will start growing. So you have to do that. Oh, you just burn all the other pieces, like, okay, maybe that’s possible, but if you bury them, maybe they all like, just stick [00:24:00] back together and then you get a mutated troll and your pieces are in dirt anyway. So it’s a fun idea. And there’s ways to like really mess with them if they want to put the time into it. Um, so I really liked the idea. It’s so creative, but also I want them to try, but I also don’t want them to succeed.
The Wireless Troll and the Ship of Theseus
Rebecca Gray: Okay. So here’s my issue with that: at what, at what point, at what point does the finger of the troll not count anymore as part of the troll? I would say for me, gosh, I love this.
Steve Myers: I would say
Rebecca Gray: for me, Either A, once the troll regrows his finger, it doesn’t work anymore. B that trolls are like earthworms and the finger, once far enough away from the original troll, will just start regenerating anyway.
Jeremy Vine: And at what point does it become you? It’s a little bit of Theseus’ Boat as well. It’s like which one is the, is the, you? Oh, the Ship of Theseus, I should say.
Danilo Vujevic: Like in the example, it’s that they start growing from the finger, which, which implies I kind of have to regenerate a brain. And at which point is it the same troll or is it a different troll? And they
Lucas: oh yeah.
Danilo Vujevic: and the memories and surely they have a brain cause they’re humanoid. So you would imagine their brain is in, not in their fingertip. Which is where memories are stored as far as we know. And I think it’s broadly applicable to 99.9% of humanoids. Maybe that’s what I would argue actually. Now I’ve, I’ve thought it out and spoken out, maybe in my world at the troll would regenerate at the fingertip, but just be like, ah, why have you bought me into this world?
And just be like, this is a horrible experience and I’m, I I’m pissed and I know nothing about anything, cause I’m a neutral. which would be hilarious. I’d love to play that like a troll being born and there were eagerly waiting their message for it. Just to be like in agony. I was just angry at being born in such a horrible manner.
Jeremy Vine: And I love the idea of a wireless troll of sending messages. It’s like, I feel this probably works in an evil campaign. If you, if you want to show your players that somebody is a really bad guy, that is what you have them, or you have them send, like they just send a hand and then suddenly an entire troll pops out of it and goes, I’ve got a message for you.
What, what on earth is going on here? And now they’re going to find a troll too. So.
Lucas: Oh, yeah, of course naturally.
Jeremy Vine: That’s a good way to do the quantum ogre as well. You just have them show up with like a little troll head that suddenly pops up and you’ve got a full troll coming out of it.
The Wireless Troll and the Moral Event Horizon
Lucas: Yeah. Um, I call it the kick, the dog moment, like [00:27:00] in the same way that the hero has to save the cat, the villain has to kick the puppy and, uh, this would be a great way. Like there’s always that thing that villains do to let them know it’s okay to hate them. Usually it’s they’re hard on their lackeys.
Jeremy Vine: Crossing that moral event horizons, like how could you be mean to that person? We thought you were a good, bad guy, but you’re actually just fully evil. Whereas I like to have the pet the dog moment, uh, which is not basically the opposite where you have the villain, do something nice and show that they do have on a insert in regards to just their beliefs, uh, more important than the rest of the world.
Jarrod Jahoda: I would probably have it as like a big, bad wizard type character who has essentially little jars filled with bits of trolls from all of his lieutenants. Like that’s how you became a Lieutenant for him, right? Like you had to go out and slay a troll and dice it up. And like, you don’t know why he doesn’t tell you until afterwards.
And he’s like, all right, you’re a Lieutenant. Here’s your bit of troll. This is what you do with it. And this is what I do with it. And if it ever starts growing, you better report here on the double with all your armies or whatever it is. And so like all, and maybe that’s the adventuring hook. Every time they defeat one of the lieutenants, they find like this glass vial that just has like a one inch cube of rotting flesh in it. No reason. And eventually they identify that it’s a troll and then they learn that it’s like, oh, they’re all from different trolls. And you know, so it’s like this adventure look like who is doing this and why?
Lucas: Yeah, this is messed up. We got,
Jarrod Jahoda: Yeah. I don’t know who’s doing this, but they got some issues they need a counselor. Meanwhile, like troll wizard here in the back is like, yes, yes. Succumb to my plans!
Lucas: Oh man, can I put troll wizard on the list? Cause I want to do that.
Jarrod Jahoda: Yeah. You know, there’s like Grushek the Troll Wizard who has like become the predominant troll in his area because he’s just killed all the other trolls to use them as early warning triggers or whatever.
Lucas: Oh man.
Jarrod Jahoda: I liked his idea. I’m glad we’ve talked about this. I’m going to use this.
Lucas: If this becomes anything, like if you ever write that out, let me know. I will play test the heck out of it.
Jarrod Jahoda: I love it
Lucas: I just. So many of these are, are better off in the DM’s toolbox.
Jarrod Jahoda: Now. And in five V specifically, player characters are super powerful. So why would you give them something like that? Leave that as like a bad guy to give the bad guy an edge, you know,
Lucas: Yeah. And talking of like morally ambiguous villains, um, who do you have to be to, to even to conceive of this and then, you know, muscle through and actually do it?
Jarrod Jahoda: uh, I think you have to have been picked on in a playground a lot and have a, a very vengeful sense of justice.[00:30:00]
Danilo Vujevic: Out of everything we’ve discussed, this is the most plausible and the most grounded, I think, as you put it, because it is apart from one very literal rules as written, utilization of the rules is otherwise completely mundane. Um, the only caveats would be this again, it’s always, it’s always because of the implication for the waste 90 fans out there, uh, with me and.
You know, when my players to do this, then there might be some questions around like kind of the grim reality of what they are attempting to do and any witnesses and so on and so on. Otherwise, no, it, you know, if it were a big, bad evil guy then yeah, it’s plausible. I think what else that alone is it’s plausible, but unlikely for various reasons.
One being is that I hope my player characters wouldn’t get there because not that they will have to be heroes, but even pushing it. This is pushing the definition of heroics. And secondly, my specific big, bad would not resort to something is, beneath him as, as well. This is, um, And I would like to think that many other big bads would have more sophisticated means of long range communicate, uh, that doesn’t revolve harrowing experience even for the most gruesome of goblins.
Lucas: Can we call this counter cheese? Like I see your cheese and I raise you more cheese.
Rebecca Gray: here is stinkier cheese. Steve’s over here grimacing at me.
Steve Myers: Well, I don’t like it. Like three, five had clones as well. Like there was a clone smell in the psionics, so you could actually make clones of people and that all just, I can’t man, I can’t my brain, my brain refuses to be involved in any of that.
It’s it’s a nightmare. It is a logistical nightmare. What if you’re all the same exact size? All of the cubes, same exact size. What happens.
Rebecca Gray: Yeah, I don’t know. Could you cube something? All the, the exact same size that let’s be real is isn’t that
Lucas: Yeah to what
Steve Myers: I, imagine I could get two cubes out of it. Two cubes, the exact same size, and then burn the rest of it.
Lucas: Just statistically speaking
Steve Myers: two fingers. Exact same size, both. Yeah. Like here, here’s where we’re at. And now, now what happens? I don’t want to like, yeah, no, I know this is no, I’m sorry guys. Just it doesn’t work. That’s not the way trolls work. You guys are wrong on so many levels. You’ve kept a troll captive.
Lucas: Your cheese scientists were too busy wondering whether they could to ask whether [00:33:00] they should.
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Lucas: Thanks for listening to Making a Monster. If this episode has entertained or enlightened you in any way, please share it with the people who play D and D with you. Your recommendation will go a long way to helping people trust me with their time and attention. And it’s a real gift to me and the creators I feature.
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There are already five episodes of Making a Monster about the creatures in that book. So set this podcast feed to newest first and take a journey with me into a world wilder and more fascinating than you probably thought it could be special. Thanks to my collaborators on these exploit monsters episodes.
How to connect with my guests
Jeremy Vine: I’m Jeremy Vine, I’m a professional dungeon master. You can find me on social media on Twitter at Talumin, T A L U M I N, or you can listen to my podcasts Tell Me About Your D&D Character, which is on SoundCloud or D&D and TV
Jarrod Jahoda: My name is Jarrod Jahoda, and you can find me on any podcast platform under Mid-level Adventurers. I’m one half of the creative team. Matt is the other half, or you can catch Matt and I on Newly Forged, which is our Twitch stream D&D game. It’s a homebrew game set in a post-apocalyptic magical world. And, uh, you can follow us on Instagram, Twitter at mid LVL adventure to keep updated. And we’ve recently started releasing our podcast episodes on YouTube as well.
Danilo Vujevic: I’m Danilo, the host/producer/editor of Thinking Critically, a D&D discussion podcast where we take a single word or topic and discuss what it means in the D&D and wider TTRPG framework. that has been going on now for almost 65 episodes and a year and a bit weekly drops everything from your esoteric, left-field, weird things that you would never attribute to D&D all the way to encounters and experience, and much more obvious topics, including soft skills, such as friendship and social and meta things such as podcasts, which was a weird itself. Naval Naval gazing. One to record.
Rebecca Gray: Hello, I’m Rebecca
Steve Myers: and I’m Steven.
Rebecca Gray: And we are from A House Sivis Broadcasting Eberron A Chronicle of Echoes podcast.
It’s a very different kind of podcast. We’re a little bit scripted, a little bit improv and a whole lot of fun. So we hope that you’ll stop in and check us out and find out what it’s like when D&D [00:36:00] meets radio.
Lucas: We’ll be back next week. See you then!