GM Word of the Week — Lost Episode 2

Another selection of items from the cutting room floor featuring several bits we just didn’t have room for in the regular shows.

Learn about glow worms, Jacks, and how to not die in the desert. Plus a lot more in this episode.

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Adventure Log: Living on Borrowed Time Part 13

Cole ran for the cockpit, leaping into the pilot chair and desperately trying to get the Borrowed Time up and running even as Bas did the same in the engine room. Nak dropped into the dorsal turret and strapped in, swinging the blaster cannons towards the blown-open hangar doors. Verjylla was on the ship’s comm, reporting what was going on as Bee’f left her in a dash for the boarding ramp. The Wookiee and Shikte rushed into the hangar bay at the head of two squads of Alliance infantry trainees, while in the base’s armory Caleb hurried to don his new armor. In Bolthole Station’s command center, Patience was trying to figure out exactly what was going on, but at least part of it became clear as a full platoon of Stormtroopers – 60 strong – charged through the hangar doors with blaster rifles blazing.

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Stories of the Fifth Age, Ep. 87: “Urban Bounty Hunter/Mercenary Veteran”

Whether braving battlefields and clashing swords or skulking through the underbelly of the sprawling streets of a city in pursuit of the most dangerous game, there’s one primary factor that links the Bounty Hunter and the Mercenary: Coin.

In this week’s episode, Leslie and Jared analyze these backgrounds and how using them effectively can add more to your characters than you might consider at first blush.

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Gaming in the Wild: A Clear Canvas

A funny thing happened when I cast off the shackles of the somewhat underwhelming experience we had going through Dungeons and Dragons’ “Princes of the Apocalypse” adventure module. As the internet does with its click-bait, “The Dungeon Master gave the players control, and you won’t believe what happened next…” Continue reading Gaming in the Wild: A Clear Canvas

Delve 88: Storytime with Nathan

Delve gets ready for the holidays with story time with different guests we’ve had on the show. From barbarians to bears, and everything way beyond that.

Sit right back and hear a tale of a fateful trip… a trip that is full of good time and interesting sound bites.

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GM Word of the Week — Speleothem

Whether they’re just hanging around or standing up straight, Speleothem are some of the most interesting things around.

From humble beginnings come great things. None more so than the sorts of things you find in caves.

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Stories of the Fifth Age, Ep. 86: “Clerics”

Tied to divine powers, clerics are conduits of the Heavens, tasked with the mandate to enact the will of their deities upon the Mortal realms. This role comes with great and often misunderstood implications, even by followers of those very same deities, who may not grasp what it means to actually directly be the tool of their plans and intentions.

Of course, for D&D it really comes down to arguing who is going to play the healer. In this episode, our hosts discuss how to really take advantage of the Cleric as a class, and bring out greater depth from what it has to offer.

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Gaming in the Wild: The End of the Apocalypse

Over the last year or more, my table at the Bracebridge Tabletop Gaming Community has been plodding their way through the Dungeons and Dragons adventure module “Princes of the Apocalypse.” After a meeting with the group, here is what we have decided…

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Delve 86: “Transcendental Floss”

Sometimes the show gets off the rails, but that’s OK, sometimes. We were joined by the Dungeon Crafter, Tim Berriault, a while back but you only heard a very small portion of that show. This is the rest of that show, for all of you curious listeners who wanted to know what everything sounds like in longer form.

To those of you who enjoy candor, feast your ears!

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Traps, Triggers, and Puzzles 1

Dungeons should be filled with danger and contains the remnants of those who built it. Dungeons are built for many different reasons: to house ancient treasures, imprison powerful creatures, hide secrets, etc. In order to protect these treasures and creatures the builders create traps and puzzles to keep out unwanted visitors.

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