Return to Northmoor Episode 10 Materials

Here are the materials for Return to Northmoor Episode 10.

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Return to Northmoor Episode 10 – Session 5 Adventure

In this episode, Tim and Kim go over the scenes for the fifth session of play. In the first half of the show, we go over each scene, and NPC in detail, so that you can be prepared to run this session. In the second half of the show, we give tips on running it as interestingly as possible, and ideas on variations to suit your group. (The next episode covers the highlights of how it ran for our group).

Scenes in this Session, entitled “Entering the Temple of Art”:

1) Deeper into the Bog – The group spends the night at the Bogman’s hut in preparation for venturing deeper into the bog to rescue their Mentor from the Sahuagin.  They also stock up on items he’s collected from the bog over the years.

2) Ancient Guards – The PCs encounter more ghosts from ancient Bel-Alaqua – these not so friendly.  They are paid a surprise visit by a sinuous bog dweller.

3) The Khumat – An evil humanoid crocodile from the Feywild has made his nest directly on top of the entrance to the Temple of Art, and the group must formulate a plan to defeat him.  While scoping out the island, they discover the grisly remains of their former Outmost-mates.

4) Dancing Columns – Dropping down into the entranceway of the Temple, the group encounters a set of enormous stone columns in the form of beautiful ladies – who being a whirling dance of death.  Will the PCs find the keyhole to insert their blood key in time?

To comment on this episode or to share your own ideas, check out our forums at Spooky Outhouse!

You can access the materials from this show from our forums as well.

e-Adventure Tiles used in this Session:

The promo in this episode was from Zero to Novel.

Return to Northmoor Episode 11 – Actual Play of Session 5

In this episode, Tim and Kim guide you through highlight snippets of an example of actual play of the fifth session of Return to Northmoor – “Entering the Temple of Art”, so you can see what when right and what went…different.

We discuss how having players take on tracking initiative didn’t go so well, how making one monster too powerful changed the tone of the whole session, and how cheesy dialog can do more than just make players roll their eyes.

This session was recorded at the end of long play session, so we ended up having to beep several naughty words that popped up. 🙂  We left them in (beeped) becuase they were funny.

To comment on this episode or to share your own ideas, check out our forums at Spooky Outhouse!

Return to Northmoor Episode 12 Materials

Here are the materials for Return to Northmoor Episode 12.
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Return to Northmoor Episode 12 – Temple of Art, Part I

In this episode, Tim and Kim go over the scenes for the sixth session of play. We go over all the scenes from this session, and lay out the feel of each, so you can hit the materials well-prepared to run it.

Scenes in this Session, entitled “Temple of Art, Part I”:

1) The Hall of Entry – The entry hall has a calming and perception-enhancing effect – but will the PCs let themselves be affected?

2) The Grand Foyer – A grand chamber filled with spectacular art give the PCs a glimpse into the former glory of the Bel-Alaquan civilization.

3) The Hall of Nature – A Hall showcasing art dedicated to nature has been desecrated by a Chaos Cult, and concealed doors let the PCs discover how the Temple met it’s end.

4) The Guardroom – The guards made their final stand here a millennia ago, and used a Blood Key to seal the Temple off from time.  Now, the remnants of the invading force linger to threaten the group.

5) The Maproom – A final surprise from the Chaos Cult lurks in the corners of an amazing room-sized map of Bel-Alaqua.

To comment on this episode or to share your own ideas, check out our forums at Spooky Outhouse!

You can access the materials from this show from our forums as well.

e-Adventure Tiles used in this Session:

Return to Northmoor Episode 13 – Actual Play of Session 6

In this episode, Tim and Kim guide you through highlight snippets of an example of actual play of the sixth session of Return to Northmoor – “The Temple of Art, Part I”, so you can see what when right and what went…different.

We discuss how playing in an old school Red Box D&D game makes it hard to remember how initiative works in 4e, that when players mock your plot in the recap it’s time for a revision, and that letting players do the cool stuff, even if it’s not what you planned, makes the game more fun.

We’ve tweaked our AP episode format a bit in this one, and it’s now a full hour, with fewer, longer clips.

To comment on this episode or to share your own ideas, check out our forums at Spooky Outhouse!

Return to Northmoor Episode 14 Materials

Here are the materials for Return to Northmoor Episode 14.
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Return to Northmoor Episode 14 – The Temple of Art, Part II

In this episode, Tim and Kim go over the scenes for the seventh session of play. We go over all the scenes from this session, and lay out the feel of each, so you can hit the materials well-prepared to run it.

The discussion topic is around moral dilemmas – are they an important part of tying the PCs to the story, or are they pointless and frustrating?

Scenes in this Session, entitled “Temple of Art, Part II”:

1) The Hall of Masters – Art is an interactive activity – Will the PCs hobby be represented? What’s with the mucky track through this beautiful room!?

2) The Residence Hall – Where the curator and his daughter lived and worked. Things have gotten a big buggy.

3) Ramardal’s Chambers – The curator’s chambers are full of wonders, and answers about the past. But will the

4) Alanada’s Chambers – The high priestess of the temple, a pristine young woman who’s body has been defiled by hideous bugs.

5) The Hall of People – The companion hall to the Hall of Nature, it contains a concealed door to a large dumbwaiter that might contain a tentacle surprise.

To comment on this episode or to share your own ideas, check out our forums at Spooky Outhouse!

You can access the materials from this show from our forums as well.

e-Adventure Tiles used in this Session:

Return to Northmoor Episode 15 – Actual Play of Session 7

In this episode, Tim and Kim guide you through highlight snippets of an example of actual play of the seventh session of Return to Northmoor – “The Temple of Art, Part II”, so you can see what when right and what went…different.

We discuss:

  • How all the exceptions to Second Wind make it hard to remember how it works
  • How using Jim Goings’ Condition Cards can help quite a bit
  • How cool the trained carrion crawler  mini is:  Trained Carrion Crawler Mini
  • Our house rule for using Action Points to regain Daily or Encounter powers.

To comment on this episode or to share your own ideas, check out our forums at Spooky Outhouse!

Return to Northmoor Episode 16 Materials

Here are the materials for Return to Northmoor Episode 16.

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