I want to be clear about where the podcast is headed in 2026.
Yes, I want it to continue. The show is not ending. What is changing is how it runs.
I want to be clear about where the podcast is headed in 2026.
Yes, I want it to continue. The show is not ending. What is changing is how it runs.
This video reviews Monsters & Animals, one of the most useful books for Palladium Fantasy Second Edition campaigns. The focus is not on throwing random enemies at the party. The book exists to make the world feel dangerous, grounded, and consistent. It expands far beyond the core rulebook by covering common animals, regional wildlife, and deadly monsters, while also explaining how creatures behave in natural ways. Encounters feel earned because the creatures belong where they appear.
The review also highlights how Monsters & Animals supports campaign design. The Horror Factor rules reinforce that fear can matter before combat even begins. Creatures are tied to geography, climate, and behavior, which helps Game Masters build encounters that fit the setting instead of interrupting it. Every monster becomes part of the ongoing story rather than a disposable obstacle. This book is a strong tool for GMs who want consistency, tension, and believable danger in their Palladium Fantasy games.
This video review takes a hard look at Land of the Damned Two: Eternal Torment, one of the darkest books ever released for Palladium Fantasy. This setting is not about heroes saving the day. It is about the aftermath of war and the lasting punishment of those who earned it. The land is filled with curses, restless undead who remember their former lives, and souls trapped in an endless state of suffering. Every location reinforces the idea that justice here is permanent and mercy is rare.
Rather than breaking down rules, the review focuses on tone and intent. Eternal Torment shifts the goal from simple survival, as seen in Chaos Lands, to enduring consequences that never truly end. Victory often comes at a cost, and success can feel like another form of punishment. The book gives Game Masters a powerful setting where player choices matter, morality is uncomfortable, and death does not always mean escape. This is a campaign space for groups ready to face long-term consequences and live with the weight of their actions.
In this video, I review Land of the Damned: Chaos Lands, Book 14 of Palladium Fantasy, released in 2001. The book is framed as a GM weapon. It is designed to apply constant pressure on both players and Game Masters. The setting presents the Land of the Damned as the most dangerous region in the Palladium world, functioning as a vast prison filled with demons, monsters, and corrupted races left behind after the chaos wars. The book is clear about its intent. Careless characters are meant to die. Survival is the real victory, while treasure and power come second.
The book opens with deep historical and mythological material covering the chaos wars, then moves into a harsh geographical breakdown that emphasizes environmental threats such as brutal cold and avalanches. A large section focuses on monsters built to wipe out unprepared parties. A rumor system feeds players false or incomplete information to keep them uncertain. The book also explores hell territory, introducing demons and infernal politics that connect directly to the wider Palladium megaverse. The final section centers on adventure design, encouraging GMs to remove safe havens, friendly towns, and guaranteed escape routes. This is an endgame setting for experienced groups who accept character death as a real outcome and want danger with lasting consequences.
Okay, today’s episode—it's a little different. More like a creative jam session. No strict outline, just some campaign seeds and off-the-cuff brainstorming. You know, the kind of stuff that gets GMs thinking, “Yeah… that could work.”
We’re tossing around ideas. Some weird. Some familiar. Some... maybe too much? But that’s the point.
A few examples:
The Poisoned Grove. There’s a weapon buried under the forest. It’s cursed. The trees know.
The Missing Caravan. Supposedly, demon wolves got them. But the survivor we found? Yeah, their story is… off.
The Heir’s Reflection. This one's eerie. Kid won’t take the crown. Says the thing in the mirror isn’t them anymore.
The Blood Moon Pact. Villagers giving up their children to a cult. Willingly. Like, they’re excited. That can’t be right.
The Stone Eaters. Miners dig too deep—classic. But now the walls shift. Someone swears the rocks were chewing.
It’s less about solving anything today and more about planting seeds. Not all of them grow, sure, but the ones that do? Could lead to something memorable at your table.
Oh—and challenge time:
Send us your one-sentence campaign idea. Something from the Palladium Fantasy world. Make it wild. Make us go “wait, what?” If we like it? We’ll riff on it live.
Drop it here:
📧 AskTheDM@TheEvilDM.com
🌐 RailgunsandDragons.com
A podcast about Palladium Fantasy 2nd Edition... and the chaos it inspires.
If you're into deadly dungeons, weird character builds, and RPG systems that aren’t afraid to punch you in the face, you’re in the right place.
Railguns and Dragons is all about exploring Palladium Fantasy 2e—sometimes with fresh eyes, sometimes with battle-hardened cynicism, always with curiosity and just a bit of madness.
We love the system’s quirks. The alignment chart that actually matters. The lore that doesn’t hold your hand. The sheer variety of classes that let you build everything from a holy warrior to a rune-writing Diabolist with boundary issues.
You can currently find us on Spotify & Apple Podcasts, and soon all major platforms!
We kicked things off with:
A breakdown of what Palladium Fantasy 2e actually is
Thoughts on Kevin Siembieda and the wild structure of the system
An intro to character creation—just the basics, no pain (yet)
A look at why this podcast exists and how you can join the ride
In Episode 2, we crank things up:
We brainstorm a classic “dragon threatens a village” campaign—but flip it with new twists. Why is the dragon really here?
We explore several classes in detail. What makes them fun? What makes them insane?
We open the gates for community input—send in your characters, campaign setups, or in-game disasters. We want to hear it all.
Contact us:
Website: Railgunsanddragons.com
Email: AskTheDM@TheEvilDM.com
More Class-by-class breakdowns
House rules we actually use
Worldbuilding ideas you’ll want to steal
Guest appearances? Maybe. Depends on the bribes.
Whether you’re a veteran looking to rediscover the system or a newcomer wondering why your alignment matters this much, Railguns and Dragons is your new home.
So sharpen your sword. Prep your ritual. And maybe bring a backup character. You're gonna need it.
If you’re a fan of dark fantasy, world-shaking lore, and ancient cosmic threats, Old Ones from Palladium Books delivers. This is Book II of the Palladium Fantasy Role-Playing Game Second Edition, written by Kevin Siembieda. But this isn’t just a dusty sourcebook. This is a journey deep into a world shaped by fearsome beings, forgotten cities, and monstrous secrets. Ready to see how far down the tunnel goes?
While I have changed up the Armor Rules from how it works, removing SDC and providing a Damage Resistance to the armor, there is no way for the armor to break down and become useless like how the original rules intended. I know my group liked this method better because they didn’t have to track SDC and then remember to repair it and when SDC gets to a certain point the armor doesn’t provide as much cover.
Since Palladium Fantasy 1e does not have a form of “Perception” like later editions do such as Dead Reign, Nightbane and Rifts Ultimate Edition, I had to figure a way to incorporate it into the game. Looking at The RIFTER #13, we get some answers on page 16, which is later adopted into the game engine as a whole and Palladium themselves recommend using it for all systems.
Its 2099, and its hell on earth. Listen in as I talk about NEMA's Silver Eagle Pilot OCC, and ways it could be fun in your campaign.
Thanks for all the great comments if you'd like to consider supporting me - https://Patreon.com/WGP
I wrote this one up many years ago in my GM notebook when I was actually using a notebook. I am mostly digital now using Obsidian Notes as my GM notebook now. Its a lot easier to maintain and I can access it anywhere. Also my hand writing has gotten worse over the years and my hands often hurt if I write for a long period of time. Oh well, getting old...
Sword of Paralysis
Type Large Sword approx 5 lbs
Length is 3 feet
Damage Standard (Bonuses do apply)
Bonuses +2S, +2P, +2D
Notes: On a natural roll of 19 or 20 the target must make a saving throw vs Spell/Magic or be slowed. Slowed will reduce the target to 1 attack per melee/round and suffer -5S, -5P, -5D for 1d4 rounds.