Return to Northmoor Update!
Hi folks, a quick update to let you know what’s going on with the show, and about our ENnies suggestion contest!
Podcast: Play in new window | Download
Hi folks, a quick update to let you know what’s going on with the show, and about our ENnies suggestion contest!
Podcast: Play in new window | Download
Hello! It’s been 2 months since we’ve been able to get a show out to you folks; some home renovations have kept us from being able to record to the quality that you all have come to expect.
We’re closing in on the last couple weeks of work though, and we should be able to get a new show out by the first week of August.
The good news is that Return to Northmoor has been Nominated for an ENnie award! Of all the podcasts submitted, only 5 were chosen as official nominees, and Return to Northmoor was among them!!!
Thanks to everyone for your support, and we hope to have a new show out for you soon!
Cheers,
Tim
In this episode, Tim and Kim go over the scenes for the eighth 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 resurrection in D&D, as well as whether you should call a minion a minion.
Scenes in this Session, entitled “Temple of Art, Part II”:
1) The Amphitheater of Beauty – A final showdown with the evil sahuagin, who want to use your Mentor to raise their Baron!
2) The Workroom- A fiery guardian watches over the vault, where raw gold, gems, and silver are stored, can you outwit him?
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:
Podcast: Play in new window | Download
Here are the materials for Return to Northmoor Episode 16.
E-Book PDF: Open in New Window | Download
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:
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 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:
Podcast: Play in new window | Download
E-Book PDF: Open in New Window | Download
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!
Podcast: Play in new window | Download
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:
Podcast: Play in new window | Download
E-Book PDF: Open in New Window | Download