December 2019 - Roll For Combat: Pathfinder & Starfinder Actual Play Podcasts

Plaguestone 23: The Legend of Ol’ Woody

In order to appease his god, Brixley offers the ultimate sacrifice to both his body and mind — a shot from Ol’ Woody!

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Talking Combat 116: Ghast In Translation

Jason recaps the events from Roll For Combat, Episode 116: Whip It Good.

Welcome to the last Talking Combat of the decade! I have nothing special planned to mark the occasion, I just want to milk the phrase “of the decade” while I can. You only get to do this once every 10 years, might as well make it count.

This week at least, it’s mostly Talking Coup de Grace, though, as Rusty getting paralyzed and critted to the brink of oblivion is probably the main moment of today’s episode.

But first, French 101. I’d like to point out a) I went all the way to French V in high school, b) I realize that public-school French V probably still sounds like French Forrest Gump to an actual native speaker and c) I’ve forgotten most of it, and mostly say nonsense things like je mange le bibliotheque. Full disclosure. But I AM at least qualified to Photoshop a beret, black turtleneck, and cigarette onto that Willem Dafoe meme and proclaim that “I’m something of a Frenchman myself”.

So with that understood, this turns out to be unintentionally interesting as I’ve been saying it wrong for years according to the dictionary. The “p” on “coup” is definitely silent and I got that part right – if you pronounce it like (chicken) “coop” I’m honor-bound to drive to your location and beat you with a baguette. But the “grace” is the tricky part – I have to admit I’ve been pronouncing it like “graw”, when the dictionary has the soft-c/”s” sound at the end. And I have to admit I’ve heard it (and said it) the incorrect way a lot over the years – I don’t know if maybe people confused it with “coup d’etat” and let the “s” sound drop over time or what, but now you know. Zut alors!

OK, French lesson over. Now that we’ve cleared up the pronunciation, let’s talk about the ability itself. Especially since Steve mis-explained it the first time and had to re-explain it on the fly. It’s on page 248 of the Core Rulebook, if you want to follow along.

As I hinted at last week, it is performed on “an adjacent creature” so while it doesn’t specify whether it’s a ranged or melee attack (see also: the Hollywood trope of shooting someone in the forehead to finish them off), you do have to be in melee range to perform it. So the first time we got paralyzed, it wasn’t as much of an emergency because the bad guys weren’t close enough to capitalize. From there, it’s an automatic hit and crit, and then a Fort save to not die. Which means in certain circumstances, it could be a two-fer because it could kill you on the massive damage rules OR the coup-de-grace rules. If Mo critted someone, the free crit could do it alone. Rusty’s crit? Not so much. Rusty luckily made his save, but that’s pretty nasty stuff.

I was selfishly comforted to learn (more for future reference, since we won this fight) that creatures that are immune to crits (hello, Aeon Tuttle) are also immune to the effects of coup de grace. So if I had been the one paralyzed and targeted, I would’ve actually shrugged the death save and the critical damage off, though I still would’ve taken the damage of a normal attack.

I’m still just a little bit grouchy about the prior boss fight(s) where we asked Steve if it was possible to coup de grace an enemy and he said no. This definitely happened with the final fight on Istamak because that’s when we finally caught this and addressed it, but maybe the Castrovel boss too. But to be fair to Steve, I should say a) it was a new system overall and there was going to be some learning curve, and b) we players have copies of the rules and we didn’t find it at the time, either. It’s not ALL on Steve to know the rules and dispense his wisdom on us. Still… being an entitled whiner and complaining to the GM because of your own lack of rules knowledge is a time-honored tradition. This is the way.

The other continuing dynamic of this episode is Chris watching Seth get to enjoy “his” character in a way he was never able to. I know it sounds like I’m enjoying Chris’ frustration, and… yeah a little, but it’s also more complicated than that.

I can’t lie that Chris is very competitive about getting the most out of his characters and talks a lot of shit when his character outshines everyone else and has the big hero moments. So he does invite a certain level of schadenfreude when he comes up short. I’d never actually root for his character to die, but a little low-grade comeuppance every now and then serves to bring balance to the Force.

But I do honestly sympathize with the fact that he wasn’t enjoying the Hirogi character… at the end of the day, this is supposed to be fun, and a two-year slog where you’re not enjoying the character you’re playing for WHATEVER reason is a tough thing to ask of someone. For all Chris’ attitude and trash-talk, he’s no less deserving of a fun, satisfying game experience.

And he’s not wrong on the math – to get the most out of an Operative, you basically have to hit your attack twice. If you land the Trick Attack, you hit like Mo; if you don’t, you hit like Rusty. And the basic probability isn’t too kind to that model – if you have to hit two 35% chances, your real chance of success is actually only about 12%. Having said that, I also think Chris had some craptastic luck on his dice rolls and you can make an argument he gave up too quickly and Seth just got to reap the benefits of the RNG Gods finally coming around.

The other thing is that switching to Akiro WORKED. OK, we mock him a little bit for always casting Mirror Image or teleporting out of trouble, but that’s just us doing what we do. As friends hoping to have a good gaming experience together, Chris does seem like he’s re-energized and having a lot of fun playing Akiro and that’s what’s important.

And on that group-hug moment, I’m going to call it a week, a year, and a decade. Next week we’ll hopefully be allowed to get on the train and get ourselves to the bridge. Though I’m doubting it’s going to be THAT easy – that’d be like the DC Metro putting a stop outside the Situation Room of the White House. There’s almost certainly more plot twists yet to come. Thanks for listening, have a safe and happy New Year’s, and we’ll see you back here next… time.

Dead Suns 116: Whip It Good

What’s more annoying than one player who hates to take damage and tries to avoid direct combat at all costs? How about two players! Mirror Image and holographic clones all day long!

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Talking Plaguestone 22: Orcs Must Die!

Jason recaps the events from Roll For Combat: The Fall of Plaguestone, Episode 22: Prince of the Forest.

I’d like to start this week by registering a protest – this is NOT a proper holiday episode. There are no lessons about the value of friendship, we’re not retiring from the fast-paced adventurer’s life to live in a small town and wear flannel (Brixley should definitely consider it, given his fashion choices), nor does Bea Arthur show up for a musical number. Releasing it on Life Day… err… Christmas… doesn’t change that.

I don’t know how far we got with it, but the idea of doing a holiday episode was at least briefly kicked around at one point. It might have been neat to whip up a one-shot with members of the RFC cast(s), a few special guests, Santa as a lich or some such thing. But it almost certainly fell apart in the scheduling – we already shut down our games for the holidays as it is because folks have stuff going on, so trying to wrangle a bunch of schedules at the busiest time of the year wasn’t happening. And that doesn’t even get into the lifting on Steve’s end, who would have to write the scenario, load it into D20Pro, run it, and edit the show on an even shorter timeline than usual. So… ‘twas not to be.

Meanwhile, back in the land of the actual game, it’s a cleanup episode, and not just because of the nefarious Poop Dagger. Loot, level, and lore dump! We get some questions answered but other new ones open up. It sounds like Vilree’s original plan was to create an army of beast minions, but it also sounds like they were too hard to control and she moved on to something else while these goblins continued down that alley. We know she definitely didn’t have a wholesale change of heart, since she still had Bort murdered, but what might have changed? Something to ask the townsfolk, I guess. On the positive side, we got our next breadcrumb, with directions to a place called Spite’s Cradle, where Vilree set up her headquarters.

There were a couple odd MacGuffins in this episode where I thought they were going to be important, but they ended up not really mattering much. The first was the big acid lake in the outer courtyard – I thought there would be a creature living in it, or we’d have to do something to purify it, but… nope, pretty much just there for atmosphere. The second was that boiling cauldron that Prue put out with Ray of Frost. Was that a hazard that we happened to pick the right way of neutralizing? Was that potential loot we could’ve received if we had stopped and investigated it earlier instead of just moving on to the next room? It did seem like there was meant to be some significance to “The Only Piece Of Alchemical Debris To Survive Combat”, but I guess we’ll never know since it overcooked and burned to a crisp.

Speaking of loot, this adventure continues to be a cornucopia for alchemists and kinda meh for everyone else. Lots of potions and bombs, goggles for crafting, and of course, the aforementioned Poop Dagger. Having said that, the Poop Dagger has been a treasure for us all on a conversational level: I kinda love that we’re now having a spirited debate over whether Prestidigitation has an anti-bacterial component to it. (Maybe that’s an added effect at Level 2 – hand sanitizer, plus a hint of aloe.)

So let’s talk about Brixley’s level-up. First… yeah, I continue to get Lay On Hands wrong. Covered that extensively last week. It does go up from 6 to 12 this level, so the delta of the mistake stays at 6, but I’m still going to be making the mistake for a while longer. I took Nature as a skill because it seemed to fit with the theme of the campaign; I thought about taking Crafting for the sole purpose of repairing my shield, but I figured Prue could handle most of those duties for me for now. As far as general feats, nothing was leaping out at me, but then I saw that I could take an ancestry feat, and being able to cast a cantrip seemed to be a sensible way to go. (It was something I considered back at Level 1, but went with darkvision instead.) With magic weapons being rarer in this game, having a source of magic and/or ranged damage would be very useful. Might not scale well, but let’s survive this adventure before we worry what Brixley might look like at Level 20, OK?

As far as Divine Ally, I wanted to think about that a little more. I will say that in general, Blade Ally seems like the most obviously useful one: it makes your weapon magical by default, you can give it one property per day (given my general paranoia about incorporeal creatures, it would almost always be set to ghost touch), and you gain the critical specialization for your weapon. The Shield Ally basically gives you a more powerful shield that’s harder to destroy (+2 Hardness and 50% additional hitpoints for the shield) – it’s certainly not useless, but if I’m being honest? For a class-defining ability, it lacks flair and it still feels like it only extends the life of the shield by one or two more hits. Steed Ally seems like a mixed bag. Mounted combat is kinda clunky at low levels, and I’m not sure how realistic it is to be riding a horse around inside a dungeon, but it does seem like it gets more powerful at higher levels if you’re willing to pump feats into it. But is it better than an always-on semi-customizable magical sword? Ehhhhhhh… let me think about that one.

Finally at the end of the episode we reunite with Noala, who’s still been off “setting traps on the perimeter” again. Could you BE a little more useless, lady? I’m still not ruling out the 2% possibility she’s working with Vilree and trying to get us killed, especially now that we know the orcs and Vilree don’t REALLY work together anymore. To add a few more strings to my mental murder-board, maybe this was tying up loose ends – either we kill the orcs or the orcs kill us, but either way, it keeps us busy with something else and SOMEONE ends up removed from the picture.

(Deep down, I don’t quite cross the threshold of believing this, but it’s nagging at my brain JUST enough that I’m gonna crack up if it turns out to be true.)

Well, that’s it for this week (and at least for this show, for calendar year 2019). We’ll see you back here next week, when we return to Plaguestone and do another round of tying up loose ends before heading to Spite’s Cradle. Hope you’re having a good holiday, thanks for listening, and we’ll see you next week AND next year!

Plaguestone 22: Prince of the Forest

This week Cade earns a new title for both himself and his forever unclean dagger.

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Talking Combat 115: The Paralyzer Express

Jason recaps the events from Roll For Combat, Episode 115: I Bite My Thumb At You!

Ah, the holidays. The time of year to reconnect with friends and family, rest and recharge, recite lines along Die Hard like it was The Rocky Horror Picture Show, and answer eternal questions such as “where does it say in the Bible that you CAN’T wear sweatpants to Christmas dinner?” and “which video game can I buy my son which would be the least obvious I’m really buying for myself?”. Hey, we all celebrate differently.

In all seriousness, I hope you’re all having some good times with friends and family, and I’m weirdly honored you’d spend a little morsel of that time with us. That said, this is going to be kind of a short post: both because it IS the holidays and – more “rubber meets the road” — because combat episodes without resolution tend to be some of the toughest to write. To quote Messrs. Itchy And Scratchy… we fight and fight and fight. Boss fights become a little more interesting because the boss usually has nasty powers we haven’t seen before. Grunts? Not quite so much.

I did want to lay out the battlefield a little bit, just in case it was confusing. Start with the general concept of a train station. On the north side, it’s bounded by the train tracks. Then you have an open area with what look like benches/seating area on the east and west sides, and a central kiosk in the middle of that. Our door opened pretty much into the eastern benches. Below that to the south is a little bit more of an open area, and some additional doors leaving the area. (But we don’t care about those – we want to get on the train.) There’s also a raised catwalk around the perimeter of the room with a few ladders that serve as access points to those without alternate transport (flying, teleport, etc.). As the fight starts, there were either one or two guys out front, one sniper up top (we didn’t see him at the start of the fight, but he became apparent), and then additional grunts in the information booth.

Hey, remember when I just said grunts don’t have new mechanics? Guess I lied about that, as we get our first introduction to paralysis… and let me tell you, it sucks. Now, a lot of status effects in Starfinder have been harsher than their Pathfinder First Edition counterparts (and don’t even get me started about Second Edition), but most of them have still been in the realm of tolerable. Minus two to this? 50% miss chance? Ehhhh… rub some dirt in it and walk it off. Paralysis is an ass-kicker – can’t move at all, and open to coup de grace attacks. For the moment, we’re saved by the fact that CdG is done at melee range, and almost all the bad guys were halfway across the room, but still. That has the potential to be a SERIOUS problem.

The other problem is that as the fight develops, with us pinned against the east wall, they’re starting to catch us in a pincer move. We lose Hirogi to his Enemy At The Gates re-enactment: he’s off hunting the enemy sniper up on the catwalk. The baykok is holding most of the party in place up by the train tracks to the north; the ones who aren’t paralyzed outright still have to stay put to avoid attacks of opportunity. But that leaves grunts rolling up along the southern edge of the benches where there’s nothing but… well… me to hold the line, 20th Maine style. I had backed off to the south to spread out the AoE damage, but I’d left CHDRR behind to help out with the baykok, since he can’t be paralyzed. Unfortunately, that leaves me on a bit of an island with enemies headed my way. Eek! If there’s a silver lining to the position, it’s that the “benches” should provide some partial cover, at least for a few rounds.

My meta-feeling on this battle is it’s manageable IF we can make the paralysis saves. The baykok is tough, but the grunts are just grunts. And even with the baykok, the base damage doesn’t seem so horrible, unless the status effects make it worse (and the occasional crit, of course).

I have to close with something I found amusing, maybe you will too. I went and looked up “I bite my thumb at you” with the full intention of roasting Steve some more, and I actually think I owe him a partial apology. Not that Romeo And Juliet itself is “obscure” – anyone who’s had a junior-high English class in the United States has been exposed (figuratively and literally, since let’s be honest, most high school boys remember that the Zefferelli movie had naked breasts in it for like two seconds). But the actual line and the character that says it probably ARE a little more obscure. It’s from the first scene before ANY of the main characters enter – anonymous Montague and Capulet guardsmen are shit-taking each other and “Sampson” bites his thumb in the general direction of “Abraham”. Unless you actually PLAYED one of those parts in your high school production, I’m willing to allow that those are “obscure”. I’m not sure anything that happens pre-Benvolio even counts.

So anyway, I apologize that we’re a little light this week. Welcome to the holidays! Hopefully next week will be a little more eventful. In the meantime, instead of encouraging you to visit our Discord channel, I’ll just wish you a Merry Christmas, a Happy Hanukkah, or whatever else you might celebrate. Thanks for listening, and we’ll see you next week.

Dead Suns 115: I Bite My Thumb At You!

This week the RFC Crew start the long process of taking over the supercolossal ultranought and stumble upon their first serious encounter – public transportation!

Also this week, GM Stephen announces the winner for the Roll For Combat Contest and that sweet Amazon Gift Card!

And don’t forget to become a supporter of the podcast our Patreon page: https://www.patreon.com/rollforcombat where you can help us while unlocking fun exclusive rewards for yourself!

If you enjoyed this episode, don’t forget to subscribe to the podcast. We would also love it if you would leave us a review on iTunes!

Talking Plaguestone 21: Potency Crystals Are A Gnome’s Best Friend

Jason recaps the events from Roll For Combat: The Fall of Plaguestone, Episode 21: Crystal Crushers.

It’s a fun week for me outside the game world. Work is slowing down (I work in academia, so when I slide off the brontosaurus on Friday I’m done for the year), there’s a new Star Wars movie coming (early review headlines are a little worrisome, but I’m still all in), I even got to say hi to Vanessa in person because she happened to be in town for business. It was all going so well.

And then our forums got a hold of this week’s episode and one of our listeners pointed out that apparently I’ve been doing Lay On Hands wrong. And sure enough, they’re right. Yes, Lay On Hands is six points per level… of the spell… but the spell is heightened to half the character level rounded up. So at Level 2, it should still be 6 points, not 12, and (since we let the cat out of the bag at the end of the episode) it should be 12 rather than 18 at 3rd level (1.5 rounds up to 2).

Now, I don’t want to get overly defensive… I screwed up. It’s on me to know my character better. And I do take that seriously – I HATE feeling like I got something I didn’t deserve. However, a few comments in my defense and/or mitigating factors.

First, I will say that I don’t think it impacts the action TOO much, just because I’m pretty cautious in my use of Lay On Hands to begin with. Some fights go quicker than expected and I don’t use it at all. And for downtime heals when we’re topping up, we can just hand-wave a few additional casts at 10 minutes a pop. I’m not going to promise there’s NEVER a fight where the mistake would have mattered – 50% “I’m not going to spoil anything”; 50% “I genuinely can’t remember the flow of things THAT well”. But as Steve points out, I also completely forgot it comes with a +2 AC bonus for a round. Good luck figuring out if any hits should’ve been misses because of that.

Here’s the other point in my defense. This is one of those places where maybe trying to template-ize Second Edition bit us in the ass a little: because Lay On Hands is genericized to a spell, the mechanics of Lay On Hands are spread out over THREE different locations within the Core Rulebook. You are told that Lay On Hands is a devotion spell that you get as a first-level Champion on page 106-107, but with no context what that means. On page 108, they get around to telling you what devotion spells are, and that they cast at half your character level rounded up. But the actual heightening effect (+6 per level or +1d6 damage to undead) is listed in the spell description on page 388. If I’m being honest, the old First Edition “you have Lay on Hands; here’s how it works” in a single block was a little more intuitive.

Beyond that, there’s also the usual confusion that comes from using the word “level” in multiple contexts, but that predates Second Edition – or even Paizo products. A lot of RPGs overuse “level”.

So, look… I feel like a bit of a schmuck about it, but I’m not Monty Python “dirty fork” levels of anguished about it either. (If I was, Rob Trimarco would have to play the John Cleese role of Mongo.) Part of the fun of this show is that we’re showcasing a fairly new system, warts at all, and maybe learning-curve mistakes are included under the subheading of “warts”. Hope you’re OK with that too.

So anyway… enough apology for one column. Back to the action. It’s a bit of an oddball episode that starts light – LOOOOTS of poop jokes, the side encounter with Fire Kitty – and then turns deadly with not just a boss fight, but a dark, gross boss fight to boot.

I don’t have a lot to add to the poop jokes, except to say it was one of those things that was fun because it was unexpectedly silly. We’re in the midst of this harrowing dungeon slog, and then all of a sudden, we’ve turned into a bunch of giggling pre-teens. No particular joke stands out, though, in 20/20 hindsight, I wish I’d suggested that Glamdring actually IS Elvish for “poop dagger” but Gandalf knew he’d never hear the end of it from the dwarves and changed it to “Foehammer” on the fly.

The Fire Kitty encounter… it’s one of those things where I just had a feeling and decided to run with it. I realized it was 50/50 on whether it would attack and we’d have another fight on our hands. I suppose I figured four of us could handle it if it did attack, and at the risk of being a little meta-gamey, if it was going to attack, it probably would’ve done so already. So I decided to eat a little damage and heal it. It seemed like the noble Cayden-friendly thing to do – freedom can also mean freedom for woodland critters! The one thing I didn’t think about: Noala is “setting traps” around the perimeter… it would be kinda awkward to heal Fire Kitty and set it free, only to have it captured and killed by our off-screen guide. Hope it’s OK.

Now we get back to exploring the cave complex, and we come across the Big (or at least Medium) Bad. Clearly it’s not Vilree because… you know… male orc… but he does seem to be the boss for this particular camp. At first glance, it’s not feeling like that hard a fight – if anything, I’m my own worst enemy since I keep forgetting attacks of opportunity are much rarer – and we’re on the cusp of winning when the Medium Bad moves the fight to Phase 2. BLOOD OOZE!

Now, it’s not captured very well… maybe Steve edited some of it out… but there was a little bit of “should we maybe run or at least strategically retreat to potion up” conversation that I kinda short-circuited by moving forward to attack. In fairness, I wasn’t trying to railroad the situation as much as I was trying to at least get the orc down so we’d only have one bad guy left to deal with rather than two. But that seemed to inspire everyone else to attack, and so the fight was on. STRATEGY – HUH – WHAT IS IT GOOD FOR? ABSOLUTELY NOTHING!

As I go back and listen, I’m struck by two things about this combat. First… we got kinda lucky on rolls, between us critting and the blood ooze either whiffing entirely or rolling low damage a few times. I guess not so much on the crits, since it was immune anyway. But yeah… there’s a mirror universe where that fight goes a LOT worse if Steve rolls better.

The second: potency crystals are freakin’ AWESOME! I may even have to get the Dave Chappelle meme tattooed on my body somewhere (“YOU GOT ANY MORE OF THEM POTENCY CRYSTALS?”). I gotta be honest – I had been kinda down on single-use consumables as a concept when I was first looking at Second Edition. It might have been one of my least favorite aspects of the system. What can I say? I like my treasure to be things you get to keep. Just how I’m wired, I guess. But +1 to hit, an extra damage die, and (not sure if it was relevant here) magic weapon status – even for just a single round – can be a freakin’ game-changer. As witnessed by Prue not-critting for 20-some damage and me hitting three straight attacks to finish the ooze off… yeah, that was amazing.

So… we beat the sub-boss, we’re going to level up… I guess next week we’ll figure out where to go from here. I’m not too worried about that because there was a whole work area (where the orc was originally working) that we bypassed because the fight spilled into the next room – maybe we’ll find a breadcrumb there (diary, another note like Hallod had, whatever). Or maybe Noala can hook us up again. Either way, feel free to duck into our Discord channel or other social media and let us know what you think of the show – yes, even if it’s to point out other rules we’re not doing correctly. Thanks for listening and we’ll see you next week.

SP20: Pathfinder Interview with Paizo Publisher Erik Mona & Future of Pathfinder

If you enjoyed this interview make sure to check out the Pathfinder Adventure: The Fall of Plaguestone Actual Play Podcast! as well as our Dead Suns Actual Play Podcast.

Welcome to another special edition of the Roll For Combat Podcast where we sit down with Paizo Publisher Erik Mona and discuss what to expect from the Pathfinder in the upcoming months.

Erik talks about a wide range of topics, starting with details about the new circus-themed Pathfinder Adventure Path, The Extinction Curse. Next, we dive into Erik’s labor of love, the upcoming Lost Omens: Absalom, City of Lost Omens as well as his Pathfinder Adventure: The Dead God’s Hand. And then finally, Erik delves into the world of Pathfinder law enforcement and the upcoming Pathfinder Adventure Path, Agents of Edgewatch.

Plus lots of extra bonus content! Find out what to potentially expect over the next two years from Pathfinder, which developers were responsible for various Golarian content, which continents you’ll get to explore next year, and much more. Check it out!

And don’t forget to join our Discord channel, where you can play games, talk with the cast, and hang out with other fans of the show!

Become a supporter of the podcast our Patreon page: https://www.patreon.com/rollforcombat where you can help us while unlocking fun exclusive rewards for yourself!

If you enjoyed this episode, don’t forget to subscribe to the podcast. We would also love it if you would leave us a review on iTunes!

Plaguestone 21: Crystal Crushers

This week RFC Gang explores the “petting zoo from Hell” and discovers a few stay animals that were left behind.

Also this week, GM Stephen announces the winner of the Amazon Gift Card Contest!

And don’t forget to join our Discord channel, where you can play games, talk with the cast, and hang out with other fans of the show!

Become a supporter of the podcast our Patreon page: https://www.patreon.com/rollforcombat where you can help us while unlocking fun exclusive rewards for yourself!

If you enjoyed this episode, don’t forget to subscribe to the podcast. We would also love it if you would leave us a review on iTunes!