White Plume Mountain Part IX
Manage episode 231832860 series 1032356
Finally. We have gained entrance into the heart of all that 'causes us so much pain, yet in so many ways, our problems are just beginning. The lessons learned from Tomb of Horrors have not be forgotten, and the sacrifice each of us was willing to make… unknowable.
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Opening: “Cloak of Feathers” The Sword - Apocryphon
Closing: “Astronomy” Metallica org. Blue Oyster Cut - Garage, Inc
One of my major weaknesses in D&D are dungeons. I feel capable enough in front of dragons, roleplaying a character who’s intentions and morals I don’t agree with, even committing character death (hey, it happens to all of us), but dungeons are in another plane of existence for me. Reflecting back on the Tomb, I learned a lot, but it takes me an exceptionally long time to warm up to a dungeon, to know my way around catacombs of darkness, caverns of craven surprise.
I partially blame playing a spellcaster. It’s in my nature to think of possibilities, I am, after all, an Intuitive. I see many possibilities of danger behind every corner, beyond every step as a player, and to a certain degree, a character. Not playing a rogue in this case can be nerve racking, but playing the mage, even more so. A Thief has all his abilities at a moment’s notice. At his whim he can check the floor for traps, or determine if there is a noise on the other side of a locked door; and just as easily walk away from it, never to be seen or heard.
Granted, the first to die if something goes wrong is the trap detector, so I guess in the end it all evens out, but one thing is for sure, fighters are still prone to poison!
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