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Re: OOC Chat
Posted: Wed Jul 06, 2011 5:54 pm
by Jenara

Would like to see that, would be rather cool.
Jerrard went to bed ages ago, I'm sure the game will wait till the morning...

Re: OOC Chat
Posted: Wed Jul 06, 2011 6:00 pm
by JadedDM
Actually, I have some minor stuff planned for between this module and the next. Nothing big, but little personal stuff that isn't in a module.
What time is it over there, anyway?
Re: OOC Chat
Posted: Wed Jul 06, 2011 6:01 pm
by Jenara
just gone 2am.... I don't sleep much was up RPing over messenger till 3am yesterday...
Re: OOC Chat
Posted: Wed Jul 06, 2011 6:10 pm
by JadedDM
Hmm, so an eight hour difference between us. Good to know. (It's just after 6 PM here.)
Re: OOC Chat
Posted: Wed Jul 06, 2011 11:03 pm
by Breila
...and on the continent, it's still another hour later. My husband has called to bed at 12:30 am yesterday. I could only make the high pace of the last days, posting between 11 and midnight my time, by sleeping during the day. But my family won't be delighted if I do that too often and exclude myself from what they're doing. So I'll probably have to slow down again, posting only in what is my morning, when everybody else is away.
Re: OOC Chat
Posted: Wed Jul 06, 2011 11:21 pm
by JadedDM
Don't fret about it, you all are doing great with your posting frequency.
Re: OOC Chat
Posted: Thu Jul 07, 2011 12:44 am
by Jenara
Kinda feels like we are at a Climax.. Kinda inspires yoy to post more, but I too will have to slow down soon.. lol
Bed at 3am, up at 7am all week kills you slowly...
Re: OOC Chat
Posted: Thu Jul 07, 2011 1:09 am
by JadedDM
In a way, we are at a climax of sorts. The Sinister Shroom is the big bad of the adventure. Once you defeat him and rescue the prisoners, anything left to do down there is pretty much extra.
Re: OOC Chat
Posted: Thu Jul 07, 2011 1:57 am
by Jenara
Well then I'd better post the response Jerrad wrote before going to work then!
(I'm off sick)
Re: OOC Chat
Posted: Thu Jul 07, 2011 9:26 am
by JadedDM
Hope you feel better soon!
Re: OOC Chat
Posted: Thu Jul 07, 2011 12:31 pm
by JadedDM
Good news, everyone! The new module just arrived. I'm going to go over it right now and see how well it can be translated to Dragonlance. Whee!
Re: OOC Chat
Posted: Thu Jul 07, 2011 12:52 pm
by Jenara
YAY!
Jumps up and down in excitement!
Re: OOC Chat
Posted: Thu Jul 07, 2011 3:47 pm
by JadedDM
Okay, just finished going over the module.
Converting it to Dragonlance should be a piece of cake. I can see all ready what changes I need to make. Mostly the names of gods need to be changed.
I think the fellow who wrote this module must have been inspired by Temple of Doom. Actually, I kind of wish I was a player, not the DM. I used to have this dwarf fighter/thief based on Indiana Jones, a sort of adventuring archeologist type, and he would have been perfect for this module, which does involve exploring some ancient psudo-Egyptian architecture.
It's a bit more open-ended than Pod-Caverns. It's possible for the party to fail without dying. There are at least three points where the module reads, "If the party does X, that's outside the scope of this module and you're on your own." So I may be adding some additional material to it myself, depending on what happens.
But it should be fun to run when the time comes. Like Pod-Caverns, it expects the game to start in a town but doesn't provide one. So I'm doing research now on Khur, trying to find a town that fits. Then I'll flesh it out.
Re: OOC Chat
Posted: Thu Jul 07, 2011 3:52 pm
by Jenara
Hehee, why couldnt I have resurrected Oklahoma Jones! Hahaha (Kender Fighter Thief with a whip!)
You KNOW this group will go off the beaten track, thus going outside of the module.
Re: OOC Chat
Posted: Thu Jul 07, 2011 4:18 pm
by JadedDM
My dwarven fighter/thief had a whip, too! Oh, man, one of our newbies (HorizonsDream, Robbo, Muffin Man) should totally play something like that.
"It belongs in a museum!"
"Snakes...why did it have to be snakes?"
"Prepare to meet Kali (I mean, Takhisis)...in Hell!"
"We. Are going. To die!"
Uh, anyway, going outside the module is no problem. The adventure is fairly short (or maybe it just seems that way when you read it, as opposed to playing it), so adding more to it should be fun.