Episodit

  • * Reminder: The Survival Guide will be on hiatus until November!

    * Coming at some point in the future, Josh is in an Actual Play!

    * Deeper Secrets: Nethermancer Spells

    * First Circle

    * Detect Undead

    * Preserve

    * Putrefy

    * Spirit Labor

    * Undead Struggle

    * Top choices and First Circle spells from earlier editions

    * Second Circle

    * Animate Skeleton

    * Death Trance

    * Netherlight

    * Sculpt Darkness

    * Translator Spirit

    * Top choices and Second Circle spells from earlier editions

    * Final discussion and commentary

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  • * Good news: Josh has been cast in a local show!

    * Bad news: Survival Guide going on hiatus until November.

    * Send us emails or suggestions for future topics!

    * Journey to Lang

    * Introductory adventure by Lou Prosperi

    * First Earthdawn adventure

    * Straightforward, no complex mystery or twists.

    * Plot summary.

    * Hired to travel to find what has befallen the village of Lang.

    * T'skrang riverboat ride, first tests.

    * Travel to village; clues and an encounter.

    * At the village; encounter with cadaver men.

    * Meeting the surviving villagers.

    * Defeating the corrupted obsidimen.

    * Introduces many key themes and concepts of Earthdawn.

    * Early adventures as a template for typical stories in the game.

    * Excellent for a first-time Earthdawn GM.

    * Little room to wander off the map, great for new players.

    * Difficulty of combat encounters.

    * Possible hooks for follow-up adventures.

    * Comparison to airboat scenes in Terror in the Skies.

    * Final thoughts.

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  • * Deeper Secrets: Illusionist Spells!

    * First Circle Spells

    * Bellow of the Thundras

    * Light Show

    * Pauper's Purse

    * Phantom Astral Spear

    * Phantom Crow Tear

    * Rope Guide

    * Warning Signal

    * Spell Discussion

    * Second Circle Spells

    * And Their Money

    * Billowing Cloak

    * Chicanery

    * Impossible Knot

    * Phantom Liquid Arrow

    * Remove Shadow

    * Tailor

    * What happened to old spells?

    * Analysis and Discussion

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  • * Diving into the mailbag!

    * YouTube comments and restructuring of video releases.

    * Official FASA Games podcast recording Thursdays in the Discord.

    * Email from Walter: Caught up on the podcast! What now?

    * Email from Anthony: Fatigue and sleeping in armor.

    * Some design and playtest insights.

    * Email from Patrick: Questions about Life Light spell.

    * Found in Deeper Secrets, page 138.

    * Probably not meant to move with the caster.

    * Email from Jesse: Windlings in Blood Wood?

    * Size and shape of riverboats?

    * Size of the Floating City?

    * Discussion of underlying game world math and maps.

    * Blood Elves and the Outcast Path.

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  • * Earthdawn Adventure Shards: Kept in the Dark

    * Dan has run this one, Josh hasn't.

    * Expedition into the Servos.

    * Written by Gary Bowerbank

    * Coincidence of name "Akarem" from Mists of Betrayal

    * NPC employers.

    * Highlights the dangers of wilderness travel.

    * Possible error with troajin in place of crojen.

    * Broad event overview.

    * Tonal shift in second half of adventure.

    * Variety of encounters; mix of role-play and possible combat.

    * If... then statements that steer the story.

    * Theran hunting party.

    * Ruined temple.

    * Options for heading out of the jungle and consequences.

    * Lots of things going on, several choices.

    * Analysis and discussion.

    * Solid adventure design; multiple paths.

    * Good introductory/low Circle adventure.

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  • * Josh is back from GenCon!

    * GenCon recap and review.

    * New Earthdawn products!

    * Other games played.

    * Deeper Secrets: Shaman Spells

    * Recapping Elementalist and Wizard spells from previous editions.

    * First Circle Spells

    * Alter Tracks

    * Animal Friendship

    * Recap of Pack and Spirit keywords

    * Badger Mettle

    * Cetacean Breathing

    * Hungry Like the Wolf

    * Pack Mule

    * Woodland Helpers

    * Thoughts and commentary.

    * Second Circle Spells

    * Bear's Sleep

    * Bleeding Edge

    * Hair Frenzy

    * Invoke Turtle Snap

    * Invoke Wolf Maim

    * Porcupine Quills

    * Tiger Roar

    * Thoughts and commentary.

    * This year's GenCon pregens.

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  • * Earthdawn Adventures: The Search for Wisdom

    * aka "Runvir's Tomb"

    * Question from the Discord about setting it in Parlainth.

    * Good introductory adventure.

    * Differences between original version and RedBrick update.

    * Connection with Kratas and Garlthik One-Eye.

    * Former Kingdom of Ustrect.

    * Likely reasons for Third Edition rework.

    * Plot overview: Getting the Job.

    * Travel the Runvir's Tomb.

    * Encounter with Crystal Raiders.

    * Exploring the Tomb.

    * Potential backstory issues.

    * Josh talks about broader development concerns.

    * Skarvik, The Horror that haunts the tomb.

    * Magical treasures.

    * The Oracle Fountain and potential campaign concerns.

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  • * Deeper Secrets: Elementalist Spells

    * Spell comparison between fourth edition and earlier editions.

    * Circle and Discipline shuffling.

    * First Circle Spells

    * Dry and Wet

    * Ignite

    * Repair

    * Room Temperature

    * Smoke Cloud

    * Second Circle Spells

    * Balloons of Mist

    * Fire Whip

    * Grounding

    * Liquid Arrow

    * Throne of Air

    * Discussion and preferences.

    * Carrying somebody else with Throne of Air?

    * Wrap up.

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  • * Throal Adventures: The Way Out

    * aka Westhrall's Passage

    * Josh shares a memory from when he ran the adventure.

    * By Sean Rhodes who also wrote Serpent River and the t'skrang chapter of the Denizens book.

    * Map fragment uncovered of the river tunnels below the Kingdom.

    * Straightforward exploration adventure.

    * Raft travel and navigation, underground survival, long-term journey.

    * "Milestones" along the journey, encounters, rhythm of travel.

    * Journey is part of the experience and shouldn't be skipped.

    * Arrival in the Great Dome and encountering the Pale Ones.

    * Characters must deal with the local problem to complete their expedition.

    * Mining camp with enslaved Pale Ones run by one of the exiled Throalic noble families.

    * The opposition, dealing with the camp, and the consequences.

    * High marks, feels like it has a lot going on despite the page count.

    * Characters need to deal with the problem, no easy backup.

    * Linear, but flexible when resolving the final obstacle.

    * Some room to expand earlier stretch of the expedition.

    * Final thoughts.

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  • * Deeper Secrets: First and Second Circle Wizard.

    * Overview thoughts from Josh.

    * Number of spells compared to earlier editions.

    * What returning and new spells are there?

    * What spells are still missing?

    * First Circle Spells

    * Perimeter Alarm

    * Seal

    * Travelog

    * Triangulate

    * Volume Control

    * Wake Up Call

    * Second Circle Spells

    * Astral Flare

    * Clean

    * Entry Log

    * Makeshift Weapon

    * Search

    * Sterilize

    * Closing discussion

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  • * Throal Adventures: Deep Trouble.

    * Also known as "Blackout" in the RedBrick rerelease.

    * The only adventure in the collection with a Horror.

    * Cloak-and-Dagger style introduction as a vetting process.

    * No direct politics, but there are potential political consequences.

    * Rival groups serving other parties that may work at cross-purposes.

    * Earthquakes below the city of Hustane, two scouting parties have vanished.

    * Rivals working to dig up dirt on Hustane's Baroness.

    * Watched during prep, then venture into the tunnels below the city.

    * Thoughts on updating the adventure to "present day".

    * Underground environments, critters, and rival parties.

    * The Horror: Emr'r'ko

    * Biggest obstacle: The Horror's darkness power

    * Despite political concerns, straightforward delve.

    * Possible conclusions based on what happened with the other groups.

    * The Horror's curse and possible sequels.

    * Other possible tweaks for a completed Hustane to establish stakes.

    * High marks for a short, direct adventure with potential consequences.

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  • * Mailbag!

    * YouTube comment from Caroline Spector

    * Question from Skreng: Population percentage of adepts?

    * Blog post about adept populations: https://fasagames.com/earthdawn/adept-populations/

    * Email from Saint Bless: Suggestions for future episodes.

    * More about the war between the Serpent River t'skrang and Wyrm Wood?

    * What is known about that war in the Shadowrun era?

    * "Post-Hanto" drakes, The Vanishing Scholar and using thread items?

    * Emails from Will: Tales from the table! Old adventures in ED4.

    * Movement discrepancies when comparing first to fourth edition?

    * Changes to Barsaive at War and the time jump to Empty Thrones?

    * Short stories at the front of adventures?

    * Possible explanation of Lake Ban having multiple outlets?

    * Sidebar: The Marvel No-Prize

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  • * Shosara: The Free Companies

    * An easy way to get characters involved with Shosara.

    * Adepts and mercenaries hired by Shosara soon after the Separation.

    * Developed into a more formal military structure.

    * Headquarters is the Grand Arsenal at the southern end of Shosara's Harbor.

    * Led by the Grand Captain, who has a seat on the Council of Princes.

    * Leveraged their position or that seat to have a say in the nation's leadership.

    * Most settlements have a militia rather than a formal fighting force.

    * Free Companies serve as formal army and navy.

    * Patrol trade routes and serve as city guard in Shosara.

    * Large contingent of Weaponsmiths to supply their forces.

    * Often dispatched to address mysteries and problems brought before the Council.

    * May hire freelance adepts to investigate these when official forces are not available.

    * Other freelance and mercenary work available through them.

    * An organization Player Characters are likely to work with or for in Shosara.

    * Current Grand Captain Damira Alessar

    * Dwarf responsible for arrangements with the Trisrora ranelle.

    * Concerned with national security and safety, not so much in elven politics.

    * Not concerned with personal political power.

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  • * Grand Bazaar and Deeper Secrets both available in PDF!

    * Kickstarter Backers have had their codes sent.

    * Deeper Secrets is big! 624 pages including index.

    * Throal Adventures: Purloined Provisions

    * Also released as the Shard "Pale River" by RedBrick

    * Designed for low Journeyman characters.

    * Like Parlainth Adventures, a collection of shorter, more straightforward scenarios.

    * Adventures all deal with traditional adventure/exploration.

    * Little direct interaction with Throalic society or politics.

    * Setup: Merchants in Grand Bazaar have been having their stalls looted.

    * Characters are hired to keep an eye out.

    * Encounter between pale ones and Throalic guards.

    * Characters follow the thieves into the tunnels deep below the Kingdom.

    * Learn the village is struggling because the river has dried up.

    * Venture upstream to investigate and solve the problem.

    * Combat encounters with stingers and shadowmants.

    * Cave trolls have dammed the river with an elemental to farm True water.

    * Likely combat with the trolls, and need to deal with the elemental.

    * Possible complications and side goals.

    * Fourth Circle updates and approaches.

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  • * The Western Kingdoms: The Founding Ranelles

    * GenCon news! Earthdawn events.

    * Learning to work with Josh's brain.

    * Total eclipse discussion.

    * Quick recap of the founding ranelles.

    * Escalanas = Mystic, Fensalor = Physical, Trisrora = Social

    * The Escalanas Ranelle

    * Long dedication to research into the mystic arts.

    * First matriarch and the founding of Sereatha.

    * Distant relationship with the Escalanas ranelle in Blood Wood.

    * Not thrilled with Blood Wood, but may support efforts to end the Ritual of Thorns.

    * Post Scourge activity; expeditions and research into the Wastes.

    * Fewest, but most loyal gerryth in the Western Kingdoms.

    * Using the Escalanas ranelle in adventures and campaigns.

    * Current matriarch.

    * The Fensalor Ranelle

    * Founding and background

    * More self-interested and orthodox.

    * Had the most gerryth survive.

    * Not as concerned with consortis role.

    * Current focus; rebuilding infrastructure of the Gwydenro.

    * Making Sereatha new seat of Elvendom not top priority.

    * Growing trade relationship with Thera.

    * Using the Fensalor in adventures and campaigns.

    * Current patriarch.

    * The Trisrora Ranelle

    * Founding and background.

    * Similarities to Throal as a mercantile power.

    * Current focus and cultural philosophy.

    * Relationship with Iopos.

    * Current matriarch.

    * Using the Trisrora in adventures in the campaigns.

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  • * Earthdawn Adventures: Shattered Pattern

    * Send us your questions if you have them!

    * Stands alone, but does involve an item found in Infected.

    * Pattern items as a maguffin or plot driver.

    * PCs hired to solve the mystery of their employer's identity.

    * Journeyman-tier adventure -- Recommended Circles Five to Seven.

    * Technically non-linear, but presents most likely order of events.

    * Features the Cult of the Great Hunter.

    * Initial clues: amulet, coins, and map, employer's pattern.

    * Mainly set in area along the Serpent River South Reach.

    * Broad plot summary; travel and sites.

    * Adventure background and primary antagonist, Tyrlaan.

    * Location 1: Ruined Temple

    * Location 2: Kaer Varenna

    * Joran the Shadow Hunter

    * Location 3: Tyrlaan's Lair

    * Adventure climax and conclusion.

    * Major rewards: A favor from Icewing, Blades of Cara Fahd.

    * Solid adventure with strong Earthdawn flavor.

    * Possible follow-up or sequel ideas.

    * Fourth edition timeline and stat updates?

    * Possible pitfalls and final thoughts.

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  • * The Western Kingdoms

    * A little bit of background of the Elven Nations book.

    * The placement of the Western Kingdoms and relation to Sereatha.

    * Overview of the western kingdom's political structure.

    * Individual domains each ruled by a ranelle, called a gerryth.

    * Collectively called the Gwydenro, or "heartland".

    * The founding ranelles of the western kingdoms.

    * The legend of Sereatha's founding.

    * Ancient past, relationship to Wyrm Wood.

    * Tales developed to justify the way things are.

    * How the tales lead to Shosara's heresy.

    * Providing monarchs for the Rose Throne.

    * Lots of BS called out in this episode!

    * Josh's headcanon of elven high court politics.

    * The Orichalcum Wars and the Scourge.

    * Emergence after the Scourge and Sereatha's fate.

    * Reactions to the Blood Wood and Shosaran reconciliation.

    * The Roheline Wood and the Wastes.

    * Present-day political situation in Sereatha.

    * Sereatha's orthodoxy and the strength of cultural narrative.

    * The three-sided political struggle over the fate of elvendom.

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  • * Mailbag episode!

    * Lou provided some insight into other pieces written by Sam Witt

    * Aleyn sent us a bunch of adventure journals!

    * We talk about character journals back in the day.

    * Email from Brendan: Penalties for sleeping in armor?

    * Josh suggests: Reducing recovery tests by the Initiative Penalty.

    * How long to put on armor? Related somehow to Physical Armor rating?

    * Email from Kenneth: House rules for thread weaving/spell casting.

    * Spell casting "cantrip" knacks and extra threads.

    * Legend Point cost for spells and the thinking behind it.

    * Email from Stefan: Enchanting Deep Dive.

    * Player perspective vs GM perspective.

    * Mechanics vs story.

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  • * Parlainth Adventures: Threads

    * Return to form; facing a Horror threat.

    * Higher challenge.

    * Roots lie in Parlainth's history and is now threatening Haven.

    * Does not require as much established NPC relationships as earlier adventures.

    * Can benefit from some foreshadowing and build-up.

    * Hired to investigate escalting violence in Haven.

    * Fairly linear, can run into "mystery adventure" problems.

    * Some guidance into how the adepts can notice weird magic.

    * Not so much about the investigation, just following the thread to the cause.

    * How these adventures sidestep the "investigation" phase.

    * Some ideas for expanding the early stages.

    * Excursion into the ruins.

    * The Cult of Pain and what has gone before.

    * The Abomination and its plans.

    * "Kaer crawl" in the Western Catacombs.

    * Analyzing the Horror's stat block.

    * Linear and traditional, but not bad for it.

    * Sidebar about mystery and investigation plots.

    * Gumshoe, Brindlewood Bay, and Apocalypse Keys.

    * Levels of success on Perception tests.

    * Final thoughts.

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  • * Shosara: Navolok Ranelle

    * Foil or rival to the Laryskova.

    * Focused on helping adopt non-elven ideas.

    * Not concerned with the opinion of the Elven Court.

    * Internal dynamic of the "liberal" elven nation.

    * Enough information to inform, not too much to overwhelm.

    * More willing to share titles and promote non-elves.

    * Remained behind after the Separation where the Laryskova left.

    * Forging identity as Shosarans.

    * Name is a human word; declaring independence from the Court.

    * Did much to grow and establish the nation and its political structure.

    * Cultural friction with the Laryskova due to differing objectives.

    * Only a third of the ranelle are elves.

    * Post-Scourge history and activities.

    * "Radicals" from an elven perspective.

    * Changes to the elven Wheel philosophy.

    * Support of arts and culture.

    * Grand Prince Zinoviy

    * Takes some inspiration from Throal's Council Compact.

    * Thinking of nominating a human as his successor.

    * Final thoughts.

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