The necro-alchemist Siegfried turns himself invisible, and we fight him to conclude the module. Asa talks about VR. And Ava recites Time Cube scripture.
We encounter a dryad in the woods and enter her sharing circle: we 👏 have 👏 some 👏 real 👏 talk 👏. Then, at last, we splinter cell the manor. And Thorm gets a pet.
Releasing this one a bit ahead of schedule. We’re trying to clear out our backlog of actual plays so that we’ll be as current as possible.
We’re down a couple players for this one. So you can listen to Ava, Henryk, and Sjurd venture north following the siege to track down the source of the necro weirdness.
This is the first of our ggnore:cap episodes, in which we give you the TL;DR of the big (and mostly raw) actual play episode we put out this week.
If you’re interested in a particular module (or one of our upcoming homebrew campaigns) but don’t want to listen to 2-4 hours of AP, you can just check out these recap episodes instead.
In the recaps, we’ll review & reflect on the session in every respect: the quality of the source material, table/player/rules dynamics, all that stuff.
In this episode, Tim and Daniel discuss the siege of Shadowgrange from our continuing actual play of the indie 5e module set in the Magic: the Gathering universe of Innistrad: Army of the Damned.
The blood hunter class we used you can find @ drivethrurpg.
You can grab the Army of the Damned module we’re playing from reddit.
BEWARE: the audio quality of this episode is garbage because of a technical issue. Future episodes will not sound like this.
We continue our playthrough of Army of the Damned with the siege of Shadowgrange.
This episode is the first of the “rebranded” ggnore:plays, which are very lightly edited actual play episodes. It’s just us playing with a mic in the middle of the table.
If you don’t want to listen to what’s essentially raw audio, we’ll have a ggnore:cap episode later in the week (should be Friday) that summarizes and discusses what happened in that week’s actual play.
To make up for our tardiness over the last couple of weeks, here’s a bonus early episode that gets us right to the beginning of the zombie horde siege. The siege will begin in earnest next week.
Not a ton going on in this shorter episode, just setting up (what Daniel expects is) the next chapter of the module, but the episode after this one should be nonstop action.
Daniel cut out 2/3 of the content because it was mostly just talking to shopkeepers for some reason? But there’s a quest that we accepted during that cut content:
Quest: get some special flower thingies from up north.
So when we refer obliquely to flowers, that’s what that’s about.
Asa makes a reference to the “Illuminaughty” in this episode. I think that’s probably worth listening to the episode for. Unless Daniel cut it . . .
There was a music puzzle! I don’t know if the musical section was actually confused, but we were confused at least. Maybe someone can illuminate us on this point. In any case, here is the music in question:
I don’t know if solving the puzzle is necessary to complete the adventure or not:
If not, props to the writer.
If it is necessary, that’s something you want to avoid.
Also, I think a good rule for puzzle is:
give the group a couple minutes to try out a solution or two
and if that doesn’t work, agree to work on it in downtime
or have a few people noodling away on it while the rest of the party resumes the action.
We didn’t do that, and thus I cut out a bunch of really boring radio.
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