In this episode, Tim White and Doyce Testerman (http://doycetesterman.com) discuss taking your Northmoor game into the future – where do you go from where the published material leaves off? Specifically, we discuss the Paragon and Epic tiers, and reveal the secrets of the Star Temples!
Also discussed:
- Why the bad guys believe they are the good guys, and why, if alien enough, it doesn’t matter.
- The Cult of Gibbeth – Squamous Masons?
Enjoy!
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In this episode, Tim White and Doyce Testerman (http://doycetesterman.com) discuss taking your Northmoor game into the future – where do you go from where the published material leaves off?
Also discussed:
- Friends of the PCs – the former adventurers, contacts in the lost village (I realize we forgot to mention Sgt. Rose as a friend).
- Refreshing your worksheet items by having NPCs ask questions.
- Things that players do because they know it’s a game.
Also plugged is Jeffrey’s Return to Northmoor game.
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Tags: doyce
In this episode, Tim White and Doyce Testerman (http://doycetesterman.com) discuss taking your Northmoor game into the future – where do you go from where the published material leaves off? Also discussed:
- What makes the world of D&D unique – the good, the bad, and the ugly of Intellectual Property
- Thinking like the bad guy (by thinking you are the good guy)
- Keeping themes and story items fresh in players’ minds
- Horror in its many forms
Also plugged is the Northmoor/Keep on the Shadowfell mashup.
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In this Return to Northmoor meta episode, Wick, Kim, and Jeff discuss their thoughts on D&D 4e, as well as Return to Northmoor.
Topics include Wick defending his dice, an encounter-by encounter walk down memory lane, what makes a group work, and Final Thoughts.
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In this Return to Northmoor meta episode, Wick, Kim, and Jeff discuss their thoughts on D&D 4e, as well as Return to Northmoor.
Topics include focusing on just one class, playing without a map, how good role-players could role-play a game of Clue, and lots more!
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In this episode, Tim and Kim guide you through highlight snippets of an example of actual play of the ninth session of Return to Northmoor – “Exiting the Temple of Art”, so you can see what when right and what went…different.
The crew is a little punchy, and has their first run-in with one of the main baddies, Amara.
To comment on this episode or to share your own ideas, check out our forums at Spooky Outhouse!
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In this episode, Tim and Kim go over the scenes for the ninth 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 alignment, and we give a shout out to highly-contributive listener Rob Winder.
Scenes in this Session, entitled “Exiting the Temple of Art”:
1) Amara Strikes – Their tormentor finally reveals herself, and they meet the fifth member of the old adventuring party.
2) Nolar’s Law – They return to the Lost Village to discover that former sword-teacher to the King Nolar has taken over the village and declared martial law, and that their Mentor is a wanted criminal!
To comment on this episode or to share your own ideas, check out our forums at Spooky Outhouse!
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Here are the materials for Return to Northmoor Episode 18.
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In this episode, Tim and Kim guide you through highlight snippets of an example of actual play of the second half of the eighth session of Return to Northmoor – “The Temple of Art, Part III”, so you can see what when right and what went…different.
We discuss Tim’s frustration with the complexity of building magic items in 4e, and some pretty nice tactics by Dan.
This episode covers the second half of the Session 8 Actual Play.
An uncut full-length version is available for those who prefer to hear it all!
To comment on this episode or to share your own ideas, check out our forums at Spooky Outhouse!
Podcast: Play in new window | Download
In this episode, Tim and Kim guide you through highlight snippets of an example of actual play of the eighth session of Return to Northmoor – “The Temple of Art, Part III”, so you can see what when right and what went…different.
We discuss various D&D 4e rules gotchas, including using encounter powers outside of combat, multiple action points per encounter, and cleric powers that grant surges and temporary hit points!
This episode covers the first half of the Session 8 Actual Play, the second half will be in the next episode!
An uncut full-length version is available for those who prefer to hear it all!
To comment on this episode or to share your own ideas, check out our forums at Spooky Outhouse!
The e-Adventure tiles map described in this episode is “Cartophile, Vol. 5“.
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