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  • 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. 

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    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…                

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    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.   

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    56 分
  • Knight of the Sun Podcast, Session 8. The Tomb, Level 1.
    2021/09/03

    Knight of the Sun Podcast, Walk-Through Session 8

    “The Tomb, Level 1.”

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

     
    Time Signatures for session 8.

    1:25. Taking stock of how the PCs have arrived at the tomb and what they are looking for here. 

    2:18. Keys in “The Heroes of Bone-Dust Hill.”

    3:54. How Dons Hollow came to be. 

    4:30. A few ways to help clarify goals for PCs hailing from the good side of the coin.

    6:35. Silas as a source of more specific information.

    8:26. Figuring out Mindra’s secrets or catching Mindra and Silas meeting. 

    10:02. Speaking with the ghost of Sir Dartayn Nagara.

    19:05. Last notes on Mindra as a source of greater info and help.

    20:30. The construction and look of the chambers and halls in the tomb. 

    22:02. The way that descending stairs in the tombs enter and leave chambers.

    23:40. Lighting within the tomb. 

    24:30. Torch sconces in rooms. 

    25:45. Using torches to scorch or mark walls.

    26:05. Some discussion of Dark Vision.

    29:55. The durations of torches. 

    30:20. Monsters spotting light sources. 

    32:05. Distances of sounds carrying within the tomb. 

    33:52. Rolling encounter checks in the dungeons. 

    34:47. D12 encounter checks.

    38:22. Hearing skeletons moving within the tomb. 

    39:18. “Shrouded” Skeletons.

    41:00. The bonuses given to “Shrouded” dead. 

    42:45. The flammability of burial shrouds. 

    44:38. Discussion of what will be covered in the Podcast on each level of the Dungeon.

    45:26. Room one. Tracking notes. 

    46:26. Room two. Reflecting pool, statues, exits, and the skeleton of Grullox Grim Hammer.  

    49:50. Grullox’s War Hammer. 

    51:57. Chambers three and four. The “screening walls” in these chambers. 

    53:32. The statues in the galleries. 

    56:12. The masses of skeletons in areas number five and number six. 

    58:15. Dartayn notes with concern to other locations in the first level.

    1:00:18. The monk’s bunking rooms.

    1:01:05. The jade mermaid figurine.

    1:04:23. The meditations halls, and the oddities of Skeletal Commanders.

    1:06:40. Rooms fifteen and fourteen. Scrolls and wax in room 14. The bone weird in room 15.

    1:12:00. The monk’s chapel. The statue: its treasures, traps, and powers. 

    1:13:55. Reversing the blessing for evil characters.       

    1:15:05. Getting through the vent pipe behind the statue in the chapel.

    1:17:45. Wrapping up level 1.

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    1 時間 20 分
  • Knight of the Sun Podcast, Session 7. Bone-Dust Hill.
    2021/09/01

    Knight of the Sun

    Podcast Walkthrough Session 7

    “Bone Dust Hill.”

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

    Time signatures:

    1:35. Final encounter of the creek. Fatigue?

    3:00. Camping on the hill if they miss the window to open the tomb.

    3:40. Cloud cover. 

    4:35. Entering the pathways around the hill. 

    5:57. The map of Bone Dust Hill. 

    7:00. The paths through the thorns. 

    7:50. Hacking short cuts through the paths. 

    9:26. Elevation marks on the map in the book (area #10 is at the top of the hill, so all slopes lead up to that location).

    10:53. Some info about the battle that took place on this hill, and details about the defensive earthworks that were built on the site.

    12:48. Where the ditch and earthwork lays around the hill. 

    14:47. Encounters around the hill. 

    16:20. Encounter area #3. The Specters.

    17:05. The skulls and the ritual used to bind the Specters to the skulls. 

    19:15. Attacking the skulls. 10hp in one shot (or in the same round) to destroy it.  

    21:25. Encounter area #2 notes.  

    22:00. Encounter area #4. The Standoff.

    23:18. The two bands of skeletons. 

    25:24. Disturbing the skeletons. 

    26:10. The henge-point of the encounter.

    27:50. Giving a hint. 

    28:20. Dicing to resolve the skeleton fight, if it can be sparked between the Undead groups.

    29:30. The surviving commander takes control. 

    30:10. The PCs have to fight or avoid the separated patrol groups. 

    30:46. Giving a hint to those who have read the book “Heroes of Bone Dust Hill.”

    31:35. Encounter areas #5 and #6. The paths over the ditch and earthwork mound. 

    36:30. The muddy pit trap in the ditch at #5 and #6. 

    37:32. Complication any fighting at area #6 from area #7. 

    39:44. Area #7 combat resolutions. 

    40:27. Traveling from area #7 to the shrine (area #10) at the top of the hill.

    41:29. Area #8. The Thorn Blights. 

    43:57. Area #9, The Hidden Camp.  

    45:20. .pdf trap difference with the Hidden Camp. 

    47:20. Hidden body at the Hidden Camp in the .pdf and the XP opportunities concerning the body. 

    48:37. The horses at the camp and missing the Hidden Camp. 

    49:57. Important Loot in the camp, adding details in Al’Tharron’s stuffs.

    51:44. Mindra and/or Silas following the PCs.

    53:05. The Shrine. Area #10. 

    54:45. The Thorngre.   

    56:13. Opening the tomb and getting a first look into the tomb. 

    56:55. Sacrificial Pits in the tomb, and the first of those encountered at the top of the stair.

    58:54. Tracking on the stairs. 

    59:07. Wrapping up: notes on handling extended stays at the shrine.  

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    1 時間 3 分
  • Knight of the Sun, Session 6. Up the creek.
    2021/08/29

    Knight of the Sun

    Podcast Walk-through, Session 6. Up the creek. 

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

    Session 6 Time Signatures:

    1:30. The Wood Elf N.P.C.s

    2:43. What the Wood Elves know that is important. What they need to find out. 

    4:43. The Ogre Blu’Ghra.

    6:05. Staging the deaths of specific NPCs.

    6:52. Little Sister Gretchen.

    9:10. Using a Drover or two in the villager (Missing Merchant’s Hook note). 

    10:44. The Chapel’s belltower as a vantage point.

    12:59. Notes on the Ghast, Father Chandley.

    14:11. Investigating the constable’s house on day two, rather than day one and the location of the constable’s house. 

    15:32. Negotiating access to the Dwarven tower (the brewery) with the bodies of the constable, his wife and/or the baby. 

    16:23. What the dwarves will do with the bodies, if they gain them. 

    17:32. Considering the taller buildings. Holing up in them. Falling out of them.

    18:57. The room to play with the situation in the village.

    19:49. Using the Wood Elves to spur the PCs onward.

    20:00. What if the PCs barricade the northern end of the creek. 

    20:48. Old man Mcgrubber’s prize bull?

    21:06. Your paladin’s prize war horse. 

    21:55. Mindra adding to the mess. 

    22:23. Making a list of the levers you can pull. 

    23:00. Traveling up the Creek.

    23:29. Convincing an acolyte to come along.

    24:50. Complications with Niles. 

    25:55. Getting into the creek tunnel. 

    26:16. Movement in the creek. 

    26:45. Set encounters along the course of the creek.

    27:47. The Crow Encounter. Teaching the PCs the intricacies and difficulties of action in the creek. 

    29:55. Caring for PC feet.

    30:31. Alternative encounters in the creek. Someone trapped out in the thorns. 

    32:12. The encounter with the deer. 

    37:42. The Lesser Wraith (and friends).

    40:52. The scream of the lesser Wraith. 

    41:44. Complications of the Wraith and Specter encounters. 

    44:05. The battle at the waterfall. 

    49:23. The guards in the creek at the bottom of Bone-Dust Hill.

    51:30. Skeletal Commanders. 

    55:10. Oddities of Skeletal Commanders. 

    56:27. Wrapping up. 

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    58 分
  • Knight of the Sun, Session 5. Day Two. The Thorn Wall.
    2021/08/27

    Music by White Bat.

    Knight of the Sun

    Session 5 Time Signatures.

    0:54. Audio mishaps. 

    1:37. Lenny Tilston’s name and notes. 

    3:00. What the villager’s know about the Madman and notes on his escape. 

    4:33. Waking the PCs into day 2. 

    5:30. First glances at the thorn wall.

    6:55. Going downstairs in the Inn on the second morning. 

    7:45. Reactions of the people in the Inn. 

    8:13. The Mayor arrives.

    8:50. The Mayor’s announcements. 

    9:38. Announcement about the Brewers Tower and notes about it. 

    11:16. The Mayor asks to talk to the PCs. 

    14:14. Getting out into the village. 

    14:25. Deciding whether the thorn wall is poisoned or not and the effects if it is. 

    15:50. Notes on the thorn wall and the creek. 

    18:17. Locating Theta and going to the Chapel, notes on talking to Theta.

    19:50. Juggling the Niles interruption of conversation with Niles. 

    20:35. The open grave and Theta’s demands for her “exorcism.”  

    21:50. Important elements in the Church. 

    23:35. The barding-helm.

    24:50. Encountering Acolyte Theta in the village and dealing with her. 

    26:13. Ending the conversation with Niles appearing in a panic. 

    26:40. The open grave again. 

    27:12: The scream. 

    28:02. Running toward the center bridge. Mud effects. 

    29:18: Protection from thorns.

    29:35. First view of Father Chandley and victim in the creek. One fast Ghast. 

    30:35. The northern bridge and Silas. The bottle of vast vapors and other tricks 

    31:40. The fog storm. 

    33:00 The state of the village in the fog. Silas and Father Chandley. 

    33:54. Dealing with the Ghast. Zombies, and catching up to the Ghast. 

    34:50. Acolyte Theta and the Ghast.

    36:11. Incursions. 

    37:04. How the PCs can find out where the creek leads to reach the shrine. 

    37:48: Small PCs (gnomes) and moving into the thorns.

    38:30. The action in the village and the number of the Undead involved. 

    39:19. Undead being made in the village. 

    40:15. How long to keep up the chaos and limits on the PCs approach to the tomb. 

    40:40. The Necromancer’s advancement in the tomb.

    41:33. When the PCs will want to head to the tomb. 

    42:50. More notes on the secret of entering the tomb. 

    44:01. Acolyte Theta’s death. Getting an acolyte to go along to the tomb. 

    46:17. Notes on hunting Silas. 

    47:05. Hiding places. 

    47:45. The exorcism of the Ghast and the death of Theta.

    48:40. Leaving for the shrine with an acolyte. Complications.

    50:10. Wrapping up. 

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    56 分
  • Knight of the Sun, Session 4. First Night
    2021/08/27

    Music by White Bat.

    Knight of the Sun

    Session 4 Time Signatures.

    1:35. Approaching the Inn. Its exterior description.

    3:00. Meeting NPC Billy.

    7:43. Overview of the Inn’s interior.

    9:47. Patrons in the Inn. 

    10:09. Meeting Mindra.

    11:03. The one not looking. 

    12:34. Ordering Drinks and talking to Mindra. 

    14:20. Meeting the Mayor. 

    17:23. The village’s litany of woe.

    18:30. The execution. 

    18:43. Death of the priest.

    19:08. The missing Hunter. 

    19:18. The missing little girl. 

    20:12. The thorn bushes on Bone-Dust Hill. The book.  

    21:53. Vernrad Cadwell discovers the murdered Yinul family. 

    22:40. The ritual killings. 

    25:10. Drawing the sigils.

    26:02. Interpreting the sigil. 

    28:20: Ambient activities in the Inn during the conversation. 

    29:23. Father Chandley’s murder and the mayor’s misgivings. 

    30:22. The mayors take on Silas.

    30:50. The ritual killing of Father Chandley. 

    31:57. Arcana checks on the ritual killings. 

    32:37. The arrival of the Wood Elves. 

    34:15. The village mobs. 

    34:56. Rumors of strangers in the hills. 

    35:17. Rumors of an Ogre.

    35:50. Lenny wraps up and is tired. 

    36:25. Tired PCs and going to talk to Silas. 

    36:50. Other PC actions around the Inn. 

    37:40. Important notes on the constable’s house.

    42:24. Rumors in the Inn. 

    42:42. Other activities of the PCs on the first night. 

    43:10. Alternative ways to cover the litany of woes. 

    45:17. The book “Heroes of Bone-Dust Hill.” 

    50:30. Wrap up. 

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    56 分