Gesamtlänge aller Episoden: 8 days 7 hours 10 minutes
* Third and Fourth Circle Shaman spells
* Quick review of a couple important Shaman spell features.
* Third Circle Spells
* Catwalk
* Invoke Lion’s Pride
* Mark of the Wolf
* Polecat Resilience
* Sunlight
* Third Circle picks and discussion.
* Fourth Circle Spells
* Ferret Reflex
* Gills
* Invoke Shark Rend
* Mark of the Bear
* Repel Animal
* Fourth Circle picks and discussion...
* First of TWO post-GenCon mailbag episodes!
* As of this episode’s release, just over two days left in the Deeper Secrets Kickstarter
* Email from Alexandre: Playing an offended obsidiman?
* Email from Donald the SoloRPG Guy: Recent Earthdawn episode and shout-out to the EDSG
* Email from Ben: What kind of Horror was Zorg from the Legends of Earthdawn podcast?
* Email from Patrick: Illusionist spells and disbelief/sensing?
* Check out Episode 34 for...
* Second of TWO post-GenCon mailbag episodes!
* Question from Josh (not that Josh): Adapting Earthdawn to other systems?
* Some non-legally binding discussion of how to handle fan works.
* Email from Svenn: Book of Tomorrow and the Earthdawn Publishing Trust.
* Josh reminisces about the EDPT...
* Exploring and surviving in the Badlands
* Final report on the Deeper Secrets Kickstarter campaign
* Possible reasons to go into (or over) the Badlands
* Historical overview of the region
* Is calling it the Badlands reinforcing its corruption?
* Additional ideas and hooks in the Travar sourcebook
* Solving the mystery of the region’s growth and cleansing the corruption
* Geography and environment
* Travel difficulties
*...
* Herbs, plants, and natural medicines in Earthdawn.
* Can add more flavor, detail, and variety to your setting.
* The Survival Guide includes a mix of real-world and fictional plants.
* The Herbalist’s Primer by Anna Urbanek.
* Great system-neutral supplement for any fantasy game.
* Item by item list from the first edition Survival Guide.
* Descriptions, uses, and adventure or story hooks.
* Pop culture connections: Lord of the Rings, Aquaman...
* Another packed email episode!
* Email from Michael H: Supporting the show, and a question about airship and riverboat rules...
* Surviving the inhsopitable: Death’s Sea and the Mist Swamps
* Death’s Sea
* Invest in protection from heat and bring plenty of water.
* No walking! Airship access only.
* Only solid ground are klenkas, temporary islands of cooled lava.
* Bring foods that can survive the hot, dry conditions.
* Lots of fire-adjacent wildlife to make life difficult.
* Additional suggestions for supplies to help survive the environment...
* Surviving and Exploring the Wastes.
* Another example of an area devastated by the Scourge, similar in that way to the Badlands.
* Of note in earlier material mainly because of its effect on western Barsaive.
* Also an area with a significant number of lost and corrupted kaers.
* Not as easy to get imagery to draw inspiration about the Wastes.
* Jerris is most likely location to launch expeditions into the region.
* Terrain and environment...
* Player character death.
* Reminder: Tastes and desires on what a player wants from a game can vary!
* Most problems arise from a difference in expectations between the players and GM.
* Story about Josh’s friend Doug and his approach to his characters.
* Players who strongly identify with their characters can dislike having their story “cut short”.
* A brief sidebar about gamemasters fudging dice results...
* Email from David: Love for the show and for Earthdawn
* Reminder from Josh about the Earthdawn West Marches community.
* Email from Bryan: Stories about player character death.
* Josh shares a party wipe story from an old D&D game.
* Exploring and surviving underground environments.
* Careless folk get themselves killed in the depths.
* Four things to worry about when caving.
* Bad air: Stale air or other things that affect breathing...