『Knight of the Sun』のカバーアート

Knight of the Sun

Knight of the Sun

著者: The Mad Hermit
無料で聴く

このコンテンツについて

This series of podcasts are a Dungeon Master's walk-through of Mad Hermit Games' 5e TTRPG module "Knight of the Sun." It's meant to help guide game masters who will be running this module for their players to help them get the most out of it.2021, Mad Hermit Games LLC
エピソード
  • Knight of the Sun Podcast, Session 11. Discussion between Hermit and Asch.
    2021/09/11

    Knight of the Sun Podcast final episode. 
    Some banter between the Mad Hermit and Aschiael. 
    Music is "Dark 80s Synth" by White Bat. 

    ★ Support this podcast on Patreon ★
    続きを読む 一部表示
    42 分
  • Knight of the Sun Podcast. Session 10. The Tomb Level 3.
    2021/09/11

    Knight of the Sun

    Podcast Walk-Through Session 10

    “The Tomb, Level 3.”

    Music is “Dark 80s Synth,” by White Bat.

    You can purchase this Module (Knight of the Sun) at DriveThroughRPG.com


    Session 10 Time Signatures

    1:16. Preliminaries for level 3. 

    3:37. Differences in the Undead on this level. 

    5:20. Sarcophagi burials and my difficulties saying that word three thousand times.

    7:55. Grave Finds in the sarcophagi. Opening the sarcophagi. 

    13:03. Disturbing the dead while looting. 

    13:50. Armor on the Undead on this level. 

    14:30. The divisions of the map in the modules (Main Map vs. Close Ups).

    15:25. Chamber #1 complications (which begin on level 2).

    17:45. Tracking notes for Chamber #1.

    19:05. The secret door to the Grand Chapel when “first” found. 

    21:27. The second secret door from Chamber #1 leading to Chamber #2, the Vestment chamber. 

    22:39. “Pack Gnomes” and their uses…. Just kidding. 

    22:48. The potions on the table. 

    24:40. Chamber #3. 

    25:40. Secret door into Chamber #3. 

    26:20. Overview of Chamber #3.      

    28:00. The firelight entering Chamber #3 and what it reveals.  

    30:10. The dangers of noise in Chamber #3.

    31:30. How Cleoth and Butcher will deal with PC in chamber #3 if they are alerted to their presence. 

    32:00. Possibilities for entering the Grand Chapel from Chamber #3. 

    34:34. Sneaking through the Chapel while the enemy are in it to open the secret door into the Grand Chapel.  

    35:30. The grated pipe where the water is entering Chamber #3. 

    37:38. Notes on handling the possible circumstances of the conflict with Al’Tharron and his henchmen. 

    42:26. Chamber #7. The Horse’s Tomb. 

    44:30. The sounds from Chamber #7 that can be heard from the bottom of the stairs at #4a, and the southern end of Chamber #6a.

    47:03. First view of the Horse Tomb (Chamber #7).

    50:00. The central pool and the Horse statue in it. 

    51:30. The race taking place in Chamber #7 and the Zombies in the chamber. 

    52:55. The open chambers on the southern wall and the other Skeletal Warhorses within them. 

    54:20. The Wight in the chamber.

    56:44. Moving to the horse statue.

    57:40. Details of the horse statue.

    58:18. The importance of the gems in the horse statue’s eyes to opening the secret tomb. 

    1:01:12. Removing the gems and the ramifications of doing so.

    1:02:55. How the situation can go bad in Chamber #7.

    1:04:14. The riders and other undead following the PCs.

    1:05:54. Chamber #10. The Grand Crypt (the false tomb).

    1:07:10. The central plinths and the sarcophagi on them.

    1:09:18. The Shadows in Chamber #10.

    1:10:38. The treasures in Chamber #10. 

    1:11:20. The traps around Chamber #10. 

    1:12:15. Chambers #11 (A-J) are grouped together under #11. 

    1:13:45. The Grand Chapel, Chamber #12. 

    1:15:20. How the module is going to end.

    1:17:25. If “goodly” PCs manage to defeat Al’Tharron.

    1:19:15. Details for the final battle with the villains. 

    1:20:01. Al’Tharron’s backstory. 

    1:24:14. Al’Tharron’s history with Cleoth and Butcher. 

    1:29:10. How they will begin an attack. 

    1:31:05. Advantages for the PC party. 

    1:31:45. The villain’s escape plan.

    1:32:40. Al’Tharron’s specifics. 

    1:38:24. Cleoth the Half-Ogre’s specifics.

    1:41:55. Butcher’s specifics.

    1:43:40. Maneuvering through the battle.

    1:44:39. Capturing the villains.

    1:45:27. Entering the secret tomb. 

    1:47:30. The curse suffered from opening Sir Xavier’s Sarcophagus.

    1:48:12. The Holy Avenger “Sincrixa.”

    1:50:00. Wrapping up…                

    ★ Support this podcast on Patreon ★
    続きを読む 一部表示
    1 時間 52 分
  • Knight of the Sun Podcast, Session 9. The Tomb Level 2.
    2021/09/07

    Knight of the Sun

    Podcast Walk-Through Session 9

    The Tomb, Level 2.”

    Music is “Dark 80s Synth,” by White Bat.

     
    Session 9 Time Signatures

    1:23. Notes on finding torches in the tomb. 

    3:27. Differences between level 1 and level 2. 

    4:40. Racial cohorts of the dead buried together on level two. 

    5:16. Alcove graves stacked along the walls. 

    6:06. The state of the Undead’s armor on the deeper levels of the tomb. 

    7:00. Zombies on this level and conflicts “between” the different Undead.

    10:33. Grave Robbing. Sorting out Grave Finds in the various alcove tombs. 

    11:50. Burial “Blocks” within the larger chambers. 

    12:50. The chance of discovering “Grave Finds.”

    14:06. Spell plates.

    15:13. Time spent grave robbing. 

    16:10. Sacrificial Pits. 

    20:14. Random Encounters and Atmospheric Encounters.

    20:42. Trap “X1,” the Portcullis traps. 

    23:25. Engraved direction plates above the doorways. 

    24:50. Foyer/Gallery. Room #1.

    25:18. Symmetry in the tomb.

    27:10. Dwarven tombs on level 2. 

    27:50. The Ceremonial Anvil Chimes and their effects. 

    31:08. The Statues of the Monks in the short halls (areas 2a and 3a). 

    31:45. Area 2a. The sneaky Gray ooze. 

    33:27. Area 3a. The trapped “golden” chain. 

    35:30. East of the Foyer; “the Elven Tombs.”

    37:42. Chambers 15 and 16. 

    38:36. Clean floors…? Gelatinous Cubes. 

    39:20. The door in hallway 15a. 

    39:48. The Wood Elf Prince’s tomb. The trap and the treasures. Wood Elf problems with desecrating this tomb. 

    44:40. The Elven Long Bow An’Tal’Orix.

    45:30. The Ioun Missiles. One use (but worth it verses Undead). 

    47:52. The trap leading into the Dwarven Commander’s tomb.

    49:17. Botching the Dex saves associated with the Portcullis traps.

    49:57. Rooms 13 and 14. Human burial chambers. 

    50:27. Room 18’s traps and difficulties. 

    54:00. Wrapping up.   

    ★ Support this podcast on Patreon ★
    続きを読む 一部表示
    56 分
まだレビューはありません