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.

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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 12 Materials

Here are the materials for Return to Northmoor Episode 12.
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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!