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	<title>Comments on: The Gates of Adventure!</title>
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	<link>http://www.dungeonmastering.com/tools-resources/the-gates-of-adventure</link>
	<description>The D&#38;D Blog</description>
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		<title>By: Elderon</title>
		<link>http://www.dungeonmastering.com/tools-resources/the-gates-of-adventure#comment-9887</link>
		<dc:creator>Elderon</dc:creator>
		<pubDate>Thu, 31 Dec 2009 22:52:40 +0000</pubDate>
		<guid isPermaLink="false">http://www.dungeonmastering.com/?p=2703#comment-9887</guid>
		<description>I remember once that I tried using a teleportation circle turns out I was a &quot;little&quot; TOO BIG. I hated that day. I almost lost a wing and half my tail. It took a week for them to finish materializing.</description>
		<content:encoded><![CDATA[<p>I remember once that I tried using a teleportation circle turns out I was a &#8220;little&#8221; TOO BIG. I hated that day. I almost lost a wing and half my tail. It took a week for them to finish materializing.</p>
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		<title>By: Ravenous Role Playing &#187; Blog Archive &#187; Friday Five: 2009-12-25</title>
		<link>http://www.dungeonmastering.com/tools-resources/the-gates-of-adventure#comment-9850</link>
		<dc:creator>Ravenous Role Playing &#187; Blog Archive &#187; Friday Five: 2009-12-25</dc:creator>
		<pubDate>Sat, 26 Dec 2009 06:52:41 +0000</pubDate>
		<guid isPermaLink="false">http://www.dungeonmastering.com/?p=2703#comment-9850</guid>
		<description>[...] The Gates of Adventure! When mid-to-high-level PCs start roaming the world, they abandon their trusty steeds and turn to the nearest teleportation device/spell or the closest portal or summoning circle for getting from point A to point B. This is just a given fact, and it drives some GMs madly insane. If you&#8217;re one of those GMs, then check out the post over at Dungeon Mastering. [...]</description>
		<content:encoded><![CDATA[<p>[...] The Gates of Adventure! When mid-to-high-level PCs start roaming the world, they abandon their trusty steeds and turn to the nearest teleportation device/spell or the closest portal or summoning circle for getting from point A to point B. This is just a given fact, and it drives some GMs madly insane. If you&#8217;re one of those GMs, then check out the post over at Dungeon Mastering. [...]</p>
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		<title>By: Johnn</title>
		<link>http://www.dungeonmastering.com/tools-resources/the-gates-of-adventure#comment-9844</link>
		<dc:creator>Johnn</dc:creator>
		<pubDate>Mon, 21 Dec 2009 21:27:37 +0000</pubDate>
		<guid isPermaLink="false">http://www.dungeonmastering.com/?p=2703#comment-9844</guid>
		<description>My last campaign was based entirely by accident on the PCs being unable to stop the villain from opening a portal to Shadowfell.

GMs can get additional teleport advice by watching Star Trek (especially the 60s version) and substituting the words transporter problem for teleport fumble.</description>
		<content:encoded><![CDATA[<p>My last campaign was based entirely by accident on the PCs being unable to stop the villain from opening a portal to Shadowfell.</p>
<p>GMs can get additional teleport advice by watching Star Trek (especially the 60s version) and substituting the words transporter problem for teleport fumble.</p>
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		<title>By: person</title>
		<link>http://www.dungeonmastering.com/tools-resources/the-gates-of-adventure#comment-9837</link>
		<dc:creator>person</dc:creator>
		<pubDate>Sat, 19 Dec 2009 20:34:37 +0000</pubDate>
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		<description>the usefulness of that depends on how devious a dm you are, if you are really mean you could have enemy armies appear in the town square out of nowhere, and even without that, let&#039;s say some super-monsters evolved in the wilderness without humanoids to kill them when they got 2 dangerous, and it could break through the walls
it could even be as little but as important as all animals becoming their dire forms after some sort of radiation-esque magical thing on the portal &quot;paths&quot;</description>
		<content:encoded><![CDATA[<p>the usefulness of that depends on how devious a dm you are, if you are really mean you could have enemy armies appear in the town square out of nowhere, and even without that, let&#8217;s say some super-monsters evolved in the wilderness without humanoids to kill them when they got 2 dangerous, and it could break through the walls<br />
it could even be as little but as important as all animals becoming their dire forms after some sort of radiation-esque magical thing on the portal &#8220;paths&#8221;</p>
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		<title>By: Esspkay</title>
		<link>http://www.dungeonmastering.com/tools-resources/the-gates-of-adventure#comment-9836</link>
		<dc:creator>Esspkay</dc:creator>
		<pubDate>Sat, 19 Dec 2009 06:32:56 +0000</pubDate>
		<guid isPermaLink="false">http://www.dungeonmastering.com/?p=2703#comment-9836</guid>
		<description>With teleportation circles in every city, one would wonder why anyone would need to venture into the wilderness at all! That, in itself, could be an interesting world quirk. Armies amassing right in the shadow of these linked cities; untamed and all but forgotten wildernesses at your doorstep. A false sense of security is a fun thing to cheat.</description>
		<content:encoded><![CDATA[<p>With teleportation circles in every city, one would wonder why anyone would need to venture into the wilderness at all! That, in itself, could be an interesting world quirk. Armies amassing right in the shadow of these linked cities; untamed and all but forgotten wildernesses at your doorstep. A false sense of security is a fun thing to cheat.</p>
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