Apologies for the assorted sniffles of the players and GMs. The wizard's solution of "electrocute everything" is surprisingly effective, in Episode 035: You somehow make that sound offensive
I'm no longer sure what the crystal flower thing was, sadly. I've made up a lot of things for this campaign and not necessarily kept any kind of track of them.
I feel like this is a decent example of the puzzle design challenge for GMs. This chunk of campaign features a number of 'puzzles' which the inhabitants of the Nameless City used to control access to their city. Once you know how it works - as I did, having invented them - it's simple. For the players, it was obviously significantly more difficult and I'm not entirely sure whether they ever really worked it out.
(I'll explain it once we've gone through the rest of the puzzle segments; see if you can figure out what they're doing)
The party being teleported is always an excellent time to end a session. Hang those cliffs.
Direct Links
- RSS feed for all episodes
- Episode 001: Character Generation
- Master list of episodes
- Episode 007: Screaming blue murder from his waist (start of Castaways)
- Episode 023: Everyone knows that mummy octopi are not scared of cooking (start of Nautical Shenanigans)
- Episode 027: The crumpling noise you can hear was Book 2 (start of Nameless Ancients)
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