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The Sideshow S1|26: Probability 1, Alhara 0

Jason recaps the events from Three Ring Adventure S1|26: Hungry Like The Wolf.

First of all, I would like to lodge a meta-complaint that the Three-Ring Adventure podcast is now casually dropping movie recommendations into their show. INFRINGING ON OUR TERRITORY, SERIOUS ROLEPLAYERS. THIS AGGRESSION SHALL NOT STAND!  (Truth told, I’m not worried… I shall be reclaiming my pop-culture crown either this week or next week. Two words: song parody.)

As we start this week’s episode in earnest, I have to be honest: I don’t believe in luck, I believe in math.

Look… rolling two Nat-20s in a row is RARE, but it’s not impossible. If you want to get technical, it’s a 1-in-400 occurrence. OK, that sounds large, but if you think about it: we’ve been doing these shows for almost three years now, over however many combats… it was bound to happen eventually. Heck, back-to-back 1’s are still out there on the horizon somewhere. Unless we’re talking about John Staats’ healing rolls, in which case it’s happened OVER and OVER and OVER again, and will continue to the end of time. Because the Healing Gods clearly hate John. We know this.

I will say I don’t think Nat-20 crits are any more common; I think the problem is that crits, IN GENERAL, are more common in Second Edition, and some weird little grounding wire in our subconscious still equates that to Nat-20s even when someone’s critting on a 14 or 15. So we get left with this vague after-impression that Steve is rolling a lot of 20s, when the sad truth is that we players probably just need some better gear.

None of which is any help to poor Alhara this week. Whether it’s Steve’s lucky last name or the law of large numbers, Alhara pretty much ended up as a bug on fate’s windshield this week, getting dropped by back-to-back crits. Oof. Sometimes, it’s just not your day, so you limp through the session and pour yourself a stiff drink after. Or… given that she also got pummeled in the previous fight against the smoky-cats… probably during.

Fortunately for Alhara, the rest of the party managed to hold their own and make reasonably swift work of Clarissa the Evil Druid and her zephyr hawk. No near-miss with a party wipe this week. And yes, we finally bump into an actual druid, much to Ateran’s chagrin.

It’s kinda funny that we’re still having this druid-priest-whatnot conversation. If you think about it, there are very few places where everyone does exactly the same job. OK, maybe on an army base, you have a little bit of that where even the person running the PX is also a solider. But the point is that there’s really nothing that says everyone who lives in a hermitage has to be a druid. I mean, my day job is IT work for the department of engineering at a college – that doesn’t mean I have an engineering degree. Nor do the people who work in the Einstein’s Bagels down in the lobby, much as it would be amusing to have them break out a whiteboard and debate thermal coefficients for optimal heating of my morning snack.

I think the idea of single-class enclaves is probably one of those things we inherited from MMOs. Games like WoW and EverQuest tended to have a place where all the people of your class congregated, so you could go train your skills, get quests, buy equipment, and such with a minimum of aimless wandering. And to make it obvious who you were supposed to be talking to, THOSE little establishments tended to be all of whichever class you were looking for, down to wearing similar outfits. (“Would you say I have a plethora of paladins?”) But it’s hardly the norm for real life. So OK… it’s been a largely druid-free druid hermitage so far. We’ll just have to deal with it.

After the team gets Alhara back on her feet, they make an effort to force Clarissa to Explain It All, but she’s not having it. She’s evil… the best they can get out of her is she wanted to make super-critters that could defend themselves against evil humans, but that’s just Evildoer 101. So they thunk her on the head again and lock her away, part of their growing collection of evil cultists. Kudos to Ateran for NOT aruda voldik-ing her into next week I guess. We’ll chalk that up as personal growth. (And yes, since the players have decided that aruda voldik is its own verb now… I’m swimming with the current.)

We also get a little bit of Hap bonding with the wolf that the party rescued. Are we potentially going to see Hap go full animal companion at some future point? Though frankly, if she does do so, I’d put my money on the freakin’ BEAR. Just sayin’. Now, it used to be one would have to take the druid multiclass archetype to get an animal companion, but with the release of the Advanced Player’s Guide, there’s something called the Beastmaster archetype, which basically lets you graft an animal companion onto ANY character. You don’t get all the bells and whistles of a true druid/ranger bond, but if you just want an animal following you around, the APG has you covered.

Speaking of which, did it sound like Steve was hinting they’d level up if they took a long rest before doing the final room? He did seem to be drifting toward that “you feel stronger, more powerful…” thing he does when the party levels. But the party chose to play it straight – Vanessa’s bad day aside, they’d only fought two fights that day, and it was the very last room. So they decided to go for it.

Idle thought before the final room… whatever happened to the ghast from about three episodes back? Did it just run away and find a new lair? Is it going to be an additional enemy in the final room? I’m still kinda curious about that.

We’ll find out the answer to that next week, but we at least get the setup this week. The boss seems pretty straightforward… mean warrior lady with two pet lizards. Druid? Ranger? Some special one-off NPC they created just for this? The layout of the room is what gives me pause – environmental hazards out the wazoo. We’ve got two weird chasms – one filled with water, one filled with whirling winds, but both look fairly deadly if you fall into them. I believe the word “bottomless” was kicked around, wasn’t it? And bridges that I’m sure won’t be rickety or easily damaged at all, right?

So the stage is set for the final fight… which we’ll get into next week. As always, feel free to drop by our Discord channel or other social media and let us know what you think of the show. Thanks for listening and we’ll see you next week.

Talking Tales: Tale 6, Chapter 4, When The GM’s Away

Jason recaps the events from The Black Lodge Tale 6, Chapter 4: This is Ducker Tap.

I have to admit I enter this week in a bit of a gloomy mood, so I apologize if I don’t have my usual level of verve and good humor. Without getting overtly political, the state of things has been pretty discouraging lately, and then the death of Chadwick Boseman over the weekend was a huge cherry on the shit sundae. Even beyond the Marvel movies, the dude was a talented actor and it would’ve been fun to watch his career develop – I loved him as Jackie Robinson in “42” almost as much as T’Challa. Though… yeah, I’m a huge Marvel fan and couldn’t wait for Black Panther 2. That too.

Of course, part of it was just how sudden it appeared to be from the outside: he did such a good job preserving his privacy that I spent a good 5 or 10 minutes waiting for the retraction, assuming the first reports were a mistake and some intern had put the wrong name in the story. But nope. Here we are. (And actually, going back with 20/20 hindsight, you start to see stories of him looking thin and people assuming it was just for a role or something.)

So yeah. I’m not here to overdramatize my level of grief – I don’t know the man personally, and I don’t have that same connection to the importance of his portrayal that black fans might have – but I’m a little bummed out. Seems like 2020 just keeps coming up with ways to keep kicking us when we’re down. So apologies in advance if this column ends up being a bit on the dry side.

Returning to live-action, the first thing I’d like to share is a public service announcement that I discovered in the car this afternoon: if you put the show on 1.5x speed to try and listen to it quicker, Ducker gets a LITTLE scary. Perram’s “up the holler” accent at normal speed… you get used to it. Perram’s accent coming at you at Daveed Diggs “Guns and Ships” velocity? Yikes.

As we get back to the repair of the fortress, there’s both good news and bad news. The good news is the finish line for repairing the fortress is in clear sight and our chances of making it are pretty good; the bad news is both that we’re running low on funds, and that we’re starting to struggle to keep everyone busy. When we had four full “trees” available, it was pretty easy to find something for everyone to do. At this point, I think we really only had two trees open to us, and they both had a mason dependency somewhere on their path. So keeping 2 or 3 crews busy could be achieved through a little forethought, but keeping all five party members involved sometimes proved to be difficult, if not impossible.

I continue to be a little frustrated that I have the wrong character for this particular adventure, but this week I managed to find ways to make myself useful. The heavy-use skills in this mission are Crafting and the social skills (Diplomacy, Society… Intimidate if you’re feeling bold). Which are pretty much the opposite of what Nella does well. If we had more of a backwoods crawl where Nature and Survival were the key skills, I’d be running circles the rest of the party (or perhaps not, given my history of Earn Income rolls), but here we are.

And look… I’m a practical person at heart. It’s not in my nature to get mad or complain. It’s a combination of seeing the big picture and knowing that the wheel will stop on me eventually (my Edgewatch character is going to have TONS of stuff to do) and the sense that my goal as a gamer is to keep the story moving forward, so yes, let the person with the best chance of succeeding make the roll. Unfortunately, that’s sometimes meant a few too many “and Nella… you… alphabetize the spice rack” moments.

But this week at least, there’s a nefarious shrine to be cleared, and I’m actually pretty good at religion. So let’s do that! Unfortunately, that ran Thorgrim and I smack into our next hurdle, as we were hit with our first out-of-pocket costs for materials – we need 40 gold to pay for incense and other spiritual-cleansing stuff. I always felt like we were going to run into this at some point, and now it’s here. Fortunately, we have some offsetting loot to defray the costs a little, so it’s not a complete disaster. But it is going to make things a little tighter coming down the stretch.

I also get a chance to schmooze in town a little as the session goes on. I don’t know if Steve’s making rolls for me, or if I’m just finishing off people who are already “done”, but whatever. I did get to use my Druid-y abilities to keep the apothecary on our side – sometimes you just gotta talk shop about rats with someone who gets it.

In the middle of all of this, we had a bit of a lull, as Steve had a work emergency. The funny “behind the scenes” thing I wanted to mention about that is that Steve left his camera on (and for part of it, his mic too), so we had a pretty good sense that things were going sideways for him (lots of annoyed typing and pained faces while talking on his cell phone) and we knew it wasn’t going to be the “five or ten minutes” he originally asked for. So we strategized on the endgame a little, but also just BS’ed about various other things for a while.

The one thing worth covering here are the endgame possibilities. To clarify what I was thinking, I feel like we’re going to get attacked at some point, and I think there’s going to be some sort of abstracted “chase-rules” version of combat – I don’t think they’d design a battle with 20 or 30 combatants (I’m potentially including townspeople on our side) for a 4-hour scenario. But I do think “what’s the point of fixing up a fort if you don’t fight something?”. So maybe the condition of the fort helps us and the townspeople that we made friendly help us defend it or something.

But I suspect we’ll find out… well, in a week or two, depending on how Steve cuts the episodes. While you’re waiting, drop by our Discord channel or other social media and let us know what you think of the show. Thanks for listening and we’ll see you next week.

The Sideshow S1|25: Please Extinguish All Smoking Materials

Jason recaps the events from Three Ring Adventure S1|25: Hide and Seek.

When I was writing last week’s episode up, I had questions, as I’m sure we all did. I asked Steve, and he said to wait because we’d get some answers next week.

So here we are… it’s next week, and I guess that’s SORTA true. We don’t know the total scope of Darius’ new powers in terms of game mechanics – how often can he use it, how many rounds does it last, does he even (yet) control it, or does it just come out when it wants to, etc.? But we get a little bit of enlightenment as far as the story of his mark. And in particular, we get the fact that it’s a very stylized letter “N” which maybe gives us hints about its origins (or was that an “M” as in “Mancy”?), and Darius also has a dream vision of his mother, reassuring him that the mark was not sinister and could be used for good. The latter annoys the heck out of Alhara – why doesn’t SHE get dream visions of Mom – but also suggests a trail of breadcrumbs back toward the rival circus, as maybe Darius’ father can shed some further light on the topic.

Among other things, I thought this was a really great roleplaying moment for Rob T. because it showed a whole new side of Darius we hadn’t seen before. Up until this point, we’d only really experienced the big, boisterous, happy-go-lucky, extroverted version of Darius… pretty much unafraid to tackle the world’s challenges as long as he was stocked up on Pocket Bacon. Even the more subdued version of him we saw in heart-to-hearts with other party members was more Benevolent Sitcom Dad dispensing nuggets of life wisdom. This time, we actually got to see an out-of-sorts Darius, shaken in his usual confidence, worried about the possible negative effects of this power that had unleashed itself. It’s always cool when a player can take a character to a new place in a compelling way, and I think Rob really pulled that off here.

We also get a little more insight into Ateran’s mistrust of druids – it turns out they were raised by druids, who were abusive toward them as a youngster – and a bit of an apology for losing their cool with the captured priestess. And we also briefly get into the fact that Hap is either firePROOF or at least fire RESISTANT. Guess we’ll need to park her in front of increasingly strong red dragons and have them breathe on her and see at what point she starts taking damage. FOR SCIENCE.

Oh, we also got a little more information about some of the treasure the group picked up. Turns out the fancy trident can lengthen or shorten so that it can be optimized either for throwing or can create reach in its longer configuration. Someone’s going to have to let Chris Beemer know that exists, so Thorgrim can keep an eye out for one… he sure does love throwing that trident of his. Also, one of the scrolls was a spell called Personal Rain Cloud. It creates a little cloud that, in terms of tangible effects, extinguishes non-magical flames and provides 2 points of fire resistance. (And if a creature has a weakness to water, also does water damage, in case you find yourself in a Wizard of Oz crossover campaign.). I find myself wondering if it has any applications within the circus environment because as a combat spell, it seems fairly useless.

Needless to say, after the events of the last few episodes, a long rest is in order, so the party barricades themselves in the… maintenance shack, I guess?… so they can rest and heal up, and then the exploration resumes the next day.

The first bit of good news… we find that the book that was needed to satisfy the side quest was NOT in the room that caught fire, but in a separate room, so it was unharmed. The same cannot be said of the poor librarian, whose dead body is found locked up nearby. We also find the first secret door in… geez, I don’t know when… we might almost have to go back to Dead Suns for that. Plaguestone? Don’t remember there being a secret door. We had a few pit traps on the Black Lodge side, but a secret door? Been a while.

Next, the team discovers the hermitage’s animal hospital, a discovery that ought to make Hap pretty happy. Most of the cages are empty, except for one fairly specific habitat enclosure that’s held closed with wire. Is opening that cage going to trigger a combat encounter? Damn right it will. Does the party do it anyway? Of course they do.

My first reaction to the smoke leopards was to think they were distant relatives of Ember, my pet fire cat from the Plaguestone adventure. Could this all be part of the Paizo Connected Universe? Did these guys ever work with Vilree?

I did respect that Hap at least tried to just let them go – good to see Hap staying true to her critter-lovin’ roots. That said, it became pretty obvious these cats weren’t ones to just be let loose, or our heroes might get back to town to find half the circus eaten. On the other hand, glass half full, I did also have the very brief thought that Plaguestone history could repeat and Hap could tame one of these cats as a pet. Though I’m not sure a cat that engulfs you in smoke and obscures people’s view would work well with Hap’s pyrotechnics act.

As this fight unfolded, I was actually surprised how tough it ended up being. Their first few strikes, you heard 5, 6 points of damage, and… certainly, in comparison to the demons from last time, I figured this should’ve been a walk in the park, right? But then two things happened. First, the cats got a run of TREMENDOUSLY good luck on their rolls – particularly against poor Alhara. Second, the concealment from the smoke ended up being much more of a pain in the butt than one would’ve initially thought. Not just the 20 percent miss chance; it also complicated basic movement and attempts to work together as a team. Being unable to see people heal or buff them? Kind of a problem.

So the fight goes back and forth a bit, but then the party finally gets their act together, Darius lands a timely crit, and the cats are beaten. Poor Alhara took a bit of a beating, but the rest of the party should be able to continue… and that’s where we’ll pick things up next week. As always, feel free to drop by our Discord channel or other social media and let us know what you think of the show. Thanks for listening, and we’ll see you next week.

Talking Tales: Tale 6, Chapter 3, Lizards And Laborers

Jason recaps the events from The Black Lodge Tale 6, Chapter 3: Ducker The Slayer.

This is a weird week in real life, so apologies in advance if I seem a bit distracted.

First, I’ve been a little under the weather recently. Don’t worry, not COVID – though it got rough enough that I took the test and everything. Just garden-variety Seasonal Snot Factory. I’m coming down the back end of it, but still, feel a little ragged around the edges.

Second, it’s back-to-school time. Both as someone who works in higher-ed and as the parent of a school-age kid, things have been a little extra hectic this week. Swear to God, if I hear the word “Zoom” one more time, my eye is going to start permanently twitching like Scrat from Ice Age.

The other thing is I turned 50 this week. I’m not particularly mentioning it to get a free round of virtual applause, but to mention that we TRIED to put together an impromptu gaming session with my very first gaming group – my brother (Jon) and two guys (Chris and Dmitri) that lived on the same street. It didn’t quite come together because of the reasons I mentioned above, but it was still fun to get together on Zoom (OK, I’ll let it slide for this) and share some of the stories of those good old days. Thinking back, I notice that Chris’s character dying in non-heroic circumstances was an alarmingly common thread.

Incidentally, these are also the reasons why my review of the Starfinder Starship Operations Manual isn’t ready yet. I do hope to have it done soon, but it had to push back a little further. Apologies for that.

Meanwhile, back in the world of this game, we have a bit of an inversion of our usual Roll For Combat dynamic. Usually, our shows feature a bunch of combat broken up with the occasional social interaction or mini-game. (See also: Three-Ring Adventure… sometimes it seems like they do nothing but fight on that show.) This time around, it’s all mini-game and social interactions, but this week we have actual combat to break things up a little bit.

Well, the rest of the group had combat. As for me? Between weak enemies, good rolls by everyone else, and being at the tail end of the initiative order, there wasn’t really much left for me to do by the time it was my turn. Truth told I spent most of the combat Photoshopping the GEICO Gecko’s face onto the Lionel Richie “Dancing On the Ceiling” album cover to get a cheap laugh out of our Patreon live listeners. I wear many hats, people. I’m a multimedia experience!

So we defeat the geckos, but surprisingly, they don’t have any loot (well… I mean, there’s Thorgrim’s trident… but that doesn’t really count). That’s actually a little troubling. As I discussed last week, we have about a 30-gold hole in the budget, and I’d been assuming the dungeon was going to hold some treasure that might close that gap. But… nothing.

But then work on the keep resumes and we catch a couple of breaks.

First, a little re-reading of the rules reveals that Nixnox (in particular) can use his Crafting to serve as a carpenter. It’s not a HUGE game-changer – the town does have two carpenters – but it does mean that we can potentially tackle three carpenter projects at once. At least for a few more cycles, that might be necessary as there are carpenter requirements on multiple paths. Now, the real benefit would’ve been if Nixnox could have served as a second mason, but we didn’t get that lucky. Mason remains a critical point of failure… though we did finally finish the rebuilding of the gate, which was the single longest mason task on the board.

The next break came when we finished the gate and put the mason to work on fixing the well, where we found something that might be the treasure bundle we didn’t get from the dungeon. Though… maybe it won’t. It’s a map to gold, but if it’s in Ustalav, it’s not like we can just go take a field trip and grab it. Among other things, that would mean going north into Tar Baphon’s territory. Probably a bad idea. But it’s still worth treasure bundles. So… it’s something good overall, but maybe still not the budget-fixer we’re looking for in the short term.

Meanwhile, Thorgrim continues to have mixed results attempting to convince the townspeople the Pathfinder Society are the good guys. OK, the guys at the forge get along fine with him, and Snake Plissken likes us, but the rest of the residents are mostly giving us the stinkeye. It may be time to put someone else on that duty. Maybe… just spitballing here… someone who isn’t constantly brandishing an opposite-aligned holy symbol in their faces?

And that’s where we leave it this week. Kinda short episode this week. Don’t worry, I do think business picks up again next time. (I know there are interesting things about to happen – it just depends on where Steve cuts the episodes whether it’s next week or two weeks down the road.) So in the meantime, feel free to duck into our Discord channel or other social media and let us know what you think of the show. Thanks for listening and we’ll see you next week.

The Sideshow S1|24: Who’s The Master?

Jason recaps the events from Three Ring Adventure S1|24: Dance With Demons.

Well, that was a wild ride, wasn’t it?

Full disclosure: on some level, as much as I try to insulate myself and have a pure listener experience, working on the show, in general, handed me a few bread crumbs going in that nobody was actually going to die. First, Extinction Curse and Black Lodge use the same Roll20 environment, so sometimes the remnants of the previous session are still there and you can see the last few rolls that happened from the previous session. I tried to never look CLOSELY – partly to avoid spoilers – but I’m pretty sure a brand-new party member would’ve caught my eye. Also, we have an online board-game night on occasion, which both Steve and Vanessa are part of: some of the pre-game shop talk while we wait for everyone to get logged in (intentionally or not) sounded pretty strongly like business was continuing as usual. No “HEY, LOREN’S NEW CHARACTER IS EVEN WILDER THAN HAP!”

All of that having been said, this fight was close enough that I experienced a moment of doubt – I caught myself thinking maybe they’re just THAT good at keeping a secret. Thoughts like: “I’ve heard Vanessa talk about Alhara a few times, but am I SURE I heard her say anything about Darius recently?” started creeping in around the edges. So by the time Darius reached Dying 3, a little bit of uncertainty had crept into the equation.

The first thing that struck me about this combat was how much of it might have turned JUST on favorable initiative. If you remember, it was basically Creature #1, Entire Party, Creature #2, which gave our heroes ample opportunity to work their tactics as seamlessly as possible. The monsters don’t move behind cover and throw off the actions people lower in the order had planned. Nobody takes damage and has to withdraw to heal. If you think about it, being able to move together (and before the enemies) is a pretty significant advantage. Yes, you can get a similar effect by delaying actions – I’ve heard of some groups that use their first turn just to delay and get in the order they want to be in – but having it come up that way naturally was even better.

Now, on to the flaming squirrel in the room: Loren’s decision to cast a swarm spell. I think I get some of the strategies behind why she did it, but I do have to side with the majority that it probably wasn’t a good tactical move. Even before it turned out the swarm didn’t have enough actions to attack. The positive side is swarms tend to be harder to kill because they’re dispersed (unless the enemy has area effect attacks) and the damage they do is basically automatic – if you’re in a swarm’s square, you take the damage. So, there’s a scenario where it’s either a nice little persistent nuisance chipping away at the bad guys, or it forces them to “waste” a turn or two dealing with the swarm instead of hitting party members. On the other hand, how much damage would it realistically be expected to do? 1d6 or something? Hard to imagine that making a huge difference with these big uglies.

The follow-up to this conversation brings us to the etiquette segment of the program – how much teasing is too much? There’s probably no definitively right answer, so consider this more of an open discussion than calling anyone out in particular. But I have to admit after about the third or fourth joke about Loren screwing up, I was starting to feel like it was overkill.

On one hand, having a little bit of a laugh at someone doing something unexpected or making a mistake is just as much a part of table chemistry as any other part of the game. Whether it’s gallows humor as a means of coping with a dangerous situation or whatever, sometimes you make a crack about somebody doing something you wouldn’t have done. Over in our Black Lodge game, Mister Peepers does reckless things all the time, and we… ummm… “provide him colorful feedback”… there as well. So this isn’t me being all holier-than-thou. We all do it from time to time.

I do think, however, there’s something to be said for saving it until the danger has passed. It’s one thing to joke about something during the next long rest once everything’s OK and it’s on its way to being imprinted as a fond memory/funny story; it’s another thing to tell a fellow player “if we have a TPK, it’s basically your fault” WHILE the combat is going on. Finish the combat first, and THEN suggest maybe Hap should’ve just summoned one really big squirrel instead.

I suppose some of the reason this stands out for me so much is the fact that it’s so at odds with the rest of the character interactions within the Hap/Alhara/Darius family unit. In character, they’ve been really warm and supportive of each other – Darius and Alhara as characters would never say something like that to Hap. This was more Rob and Vanessa cracking jokes at Loren, but the roleplay relationships made it feel weird.

Now we come to the meat of the episode: Darius’ Last Stand and the activation of his mark. Which we now know gives him … barbarian rage? At the risk of giving some mild spoilers, I asked Steve a few clarifying questions (did Darius dip barbarian and hide it all this time?), and he said next week’s episode will provide a fair amount of clarity. So as far as sitting here attempting to parse the various rulebooks and figure out what ability that was… I’m just going to punt and wait for next week.

First, I’m going to admit I felt like the whole exchange when Hap and Ateran were strategizing about how to use their actions was pushing up against metagaming just a little bit. Yes, they would know Darius is in bad shape and can’t take much more of a pounding, but when you get into “he has Dying 3 and doesn’t have a Hero Point”… that’s not something the characters would really know. But at some point, particularly when a character’s very life is on the line, I think you give the players wiggle room on stuff like that.

One thing I find fascinating to speculate about is what would’ve happened if Darius hadn’t critted and dropped the second demon. If I’m remembering the turn order correctly, Ateran and Hap had just gone, so it would’ve been the demon’s turn next. And since Darius had already been at Dying 3 and didn’t have another Hero Point, dropping again really would be the end of the line. So the reality of the situation is that even with the surprise revelation of his mark, the crit may have ended up saving Darius from death.

The other thing I wonder: the rage took the decision out of his hands, but what would Rob have chosen to do if he wasn’t enraged? Would he still have charged Darius into the fray, knowing the next hit would be certain death? Would he let the demon beat on the squishy casters for a round so he could try to sneak in some healing? As cool as the reveal of the mark was, it would’ve been equally dramatic to put that decision directly on Rob’s plate and see what he did with it. On a roleplay level, I feel like Darius would’ve gone down fighting – he’s always kind of been the protector of the group, so why stop now?

For that matter, it’s interesting to speculate whether Steve would have gone for the jugular in that situation. I feel like if you look at the situation logically, Darius did the most damage to the demon, and therefore represented the biggest remaining threat, and maybe demons have enough intelligence to recognize the value of finishing an opponent off. Would Steve have done so, or would he have found a reason to do something different?

But fortunately, Darius’ newfound powers and a timely crit are enough to put the second demon down, and the party lives to fight another day. But they’re definitely going to need a long rest after this one. There’s still a few rooms left so I don’t know if they’ll go all the way back to town or just find somewhere safe to hole up, but there’s going to be some wounds to lick after this one.

As I mentioned earlier, it sounds like next week’s episode will sort through and provide some clarity on all of this, so I’m going to leave it here for now and we’ll pick it up there. As always, feel free to drop by our Discord server or other social media and let us know what you think of the show. Thanks for listening, and we’ll see you next week.

Talking Tales: Tale 6, Chapter 2, World of Chorecraft

Jason recaps the events from The Black Lodge Tale 6, Chapter 2: Keys to the Castle.

This week, the Best Of Mobile Gaming comes to Pathfinder Second Edition!

I kid a little, but also not. To pick a mobile game I wouldn’t be TOO embarrassed to admit I’ve played, those whole scenario feels like something out of (let’s say) Clash of Clans. Oh, you want Fire Archers? Well, first you have to upgrade your Barracks and your Wizard Tower. And for some reason, we can’t quite explain, your city walls. THEN you can teach your archers to light their arrows on fire (which, if we’re being honest… fire arrows sound like something they could figure out through trial and error).

Thanks to John’s handy-dandy flow-chart (as opposed to the flat listing that comes with the adventure) we can break the work into four top-level tracks, not all of them are created equal in terms of tasks or time required. We’ll call them Exterior, Courtyard, Hall, and Barracks. Also, we don’t really start to get into this until halfway through the episode, but some of the tasks are restricted through the requirement of skilled laborers, of which the town has a limited number. (Specifically, two carpenters and only one mason. But oddly, LOTS of trappers, which we don’t seem to need at all… unless that comes later.)

So let’s start with a really quick summary:

  • Exterior: 4 tasks, 50 days, needs both mason and carpenter
  • Courtyard: 3 tasks, 20 days, mason
  • Hall: 8 tasks, 72 days, carpenter and sage (purifying the shrine)
  • Barracks: 2 tasks, 20 hours, carpenter

Skills-wise, the mason is going to be the big sticking point, because none of us have that skill and there’s only one in the town. Also, two of the mason tasks on the Exterior track – Repair Wall (18 days) and Repair Main Gate (12 days) – are some of the most time-consuming tasks on the entire board. Carpenter isn’t nearly as bad; both because the tasks tend to be shorter and the town has two of them. The sage tasks are buried several steps deep in the Hall path, so we won’t really need one until the late stages. Also, the requirement is only to be Trained in Religion, so I know Nella has that, and Thorgrim probably does as well. So we don’t really NEED a sage and could do it ourselves if we had to. Unless the town sage has a lot better roll, in which case we might want to use them to avoid releasing a bunch of demons on the fort.

Money-wise, if you add it all up, there are something like 170 or 180 person-days of labor to do all the tasks, and we have 147 gold, so we’re going to have to find some additional funding sources, or do some of the work ourselves. Or maybe both. It’s not an insurmountable gap, but it’s a gap. On the plus side, maybe there are other opportunities to unearth treasure – I mean, there’s a dungeon right in the keep. On the minus side, Steve has also mentioned that there might be costs for resources such as stone and lumber. So it’s in the ballpark of doable, but there are still some details left to flesh out.

We also get what sounds like a timeframe for completing our tasks. Our kinda-sorta ally Mask Narsen has to go on a mission back to the capital, and he’s going to be gone… a month-ish. Nobody actually comes out and says “be finished by the time I get back”. But it feels like that’s the intent here – that we should be wrapped up (or close to it) by the time he returns. (I feel like the “about” a month is meant so the GM can slice days off the end if the players finish early, so the players don’t end up spinning their wheels for two weeks if they have a party of skill monkeys and get lucky on their rolls.)

I feel like I should clarify one aspect of the mini-game which is explained both a little poorly and well after we get started. There is a provision to basically “take 10” (the First Edition term) and just assume a rate of work that assures proper completion. You can’t fail, but you also can’t critically succeed and speed things up. But here’s the thing — that “mode” can only be used on the tasks that have no skilled labor component: in essence, the four top-level tasks, plus a couple of other ones in the Great Hall track. If the job requires a skilled worker, you have to risk the roll. However, it does mean that moment where I was finishing off Thorgrim’s 2 hours and failed my roll twice, I should’ve been allowed to take the mulligan and just finish it the easy way.

(Which would also be my advice to any players who might end up playing this down the road. Always take the mulligan on the last day of work if it’s available. You don’t want to eat an entire extra day cleaning up 1-2 hours of the previous day’s failure, both in terms of planning the logistics, as well as the sheer psychological frustration of having to waste a day fishing for one hour of labor.)

We also have two secondary tasks, but they’re short, don’t cost money, and are fairly well-covered by our skills. They’re the definition of “fit them in when you can”. There’s planting the spy plants, but that’s basically a one-day task with Nature as a skill. So… that’s got Nella written all over it. (And in fact, skipping ahead, we end up knocking that one out in the first few days.) The other is befriending enough townsfolk to the point where we can recruit them as allies by giving them the coins. We’re also pretty well-positioned here as we’ve got a party full of faces – Thorgrim (champion) and Nixnox (sorcerer) should have decent Charisma scores, and isn’t Ducker a champion too? It should be easy to reach a point where if we have a workflow blocked, just send a face-off to town to work on the recruiting drive. (I thought the goal condition here was three recruits, but I honestly can’t remember if I actually heard that or am just imagining that.)

The first few days are fairly non-descript. We make most of our rolls, fail one or two, but are in pretty good shape overall. All the first-level tasks are knocked out, and we start working on specialized jobs. At this point, we start to hit the first hiccup in our strategy, which is that unlocking the dungeon freaks all of our workers out and they won’t come back to work until we clear it out.

So what are we dealing with here? Is it basically one room, or is it a three-session slog that’s going to cost us multiple lost days of labor? Putting on the meta-game hat, the fact that it’s a Society game means it’s PROBABLY on the shorter side, but you never know.

And that’s actually where we’ll leave off for next time. While you’re waiting, feel free to drop by our Discord channel or other social media and let us know what you think of the show. Thanks for listening, and we’ll see you next time.

Talking Circus S1|23: Kitchen Nightmares

Jason recaps the events from Three Ring Adventure S1|23: Flurry of Flames.

Before we get into this week’s show, I wanted to take a brief detour to last week’s Talking. Vanessa Hoskins pointed out that I got a little sloppy in my use of pronouns with regards to Ateran last week. (Steve has since fixed it on the site, so you won’t see the mistakes if you go there now, but I went back to the original Word doc, and… yeah, she’s correct). It was certainly unintentional, but I did want to acknowledge the mistake and apologize. The frustrating thing is that I usually make an effort to double-check when it comes to Ateran – especially when context-switching between Rob (the player) and Ateran (the character) – but clearly I neglected to do it this time around. So… sorry for that; I’ll try to make sure it doesn’t happen again.

We pick up in the middle of a short downtime after the battle against Smiler, The Ghast That Got Away. Healing, looting, and even time to fit in a few character moments.

First up, we have poor Hap. She’s already been questioning the whole adventurer lifestyle, but now she’s got a potentially lethal sickness, and most of the team’s attempts to help are just making her feel worse. And when it comes to Alhara, there’s an added layer where she feels like Big Sis should’ve done more to protect her. Ateran digs their self a deeper hole through their overly clinical explanation of the disease and relative lack of a bedside manner. Then Alhara attempts to wade in with “push through it, and it’ll get better” optimism combined with what I’m sure she intended as light-hearted teasing to lighten the mood, which totally backfires. So now Hap’s in a pretty dark place. Strong roleplay by Loren here – Hap as a freaked-out teenager being confronted with her own mortality out of the blue was good stuff. I also liked that she was able to roleplay frustration at a tactical decision in a way that didn’t break immersion and get into game mechanics. “WHY DIDN’T YOU MOVE ONE SQUARE TO THE LEFT, ALHARA?”

Fortunately, Darius is there to save the day, with a moment that manages to be genuinely wholesome and touching. And… when it comes to Rob’s riff on Stone Chicken Disease, funny as well. I mean… that’s kind of been Darius’ role in the party – the big-hearted goof who lifts everyone else’s spirits – but he really works overtime here.

I will admit it was a little weird because the group has been letting the collective hair down the past few episodes, going out of character a bit, and getting silly. Honestly, they’ve almost sounded more like our Black Lodge group the last few episodes. Getting back to serious roleplay relatively out of the blue caught me a little off-guard. Or maybe I’m just naturally grouchy and cynical, and warmth and authenticity are just weird to me. Darius manages to figure out that the key to talking Hap down from the ledge (at least for now) is to remind her of all the good she can do to help others with her powers, and he’s able to get Hap moving forward again.

Next, we have at least a short-term resolution of The Ateran Situation, as Alhara has it out with them about killing the evil priestess. Part of this went as expected: Ateran got to make the case that the priestess was planning to continue the fight, but only they could detect it because of the nature of their magic. But then Rob pulled something that surprised me – the idea that Ateran did it because Darius and Hap were thinking of getting THEIR hands dirty and they (Ateran) didn’t want that to happen. For all the talk about how Ateran is an outsider and doesn’t always get the other members of the party, this was a nice sign of growth, that they would want to save Hap (in particular) the struggle of having to take another life… even one as deranged as the priestess appeared to be. You also wonder if there are hooks in Ateran’s backstory that shed light on that choice, that we’ll learn about later…. maybe Ateran had to take a life and regretted it later?

I don’t think this situation is totally resolved; at least Vanessa was not playing it as such. It didn’t seem like she was totally buying Ateran’s explanation, though she got enough to keep moving forward and not dissolve the party on the spot. So… stay tuned to see if Ateran can dig their self the rest of the way out of the doghouse, or if this has just changed the party dynamics for good.

With everyone’s personal issues at least temporarily dealt with, exploration of the dungeon resumes, and the party stumbles across a dining hall. (Who puts a dining hall this close to the dead bodies? Even for a medieval fantasy world, that’s gotta be some kind of health code violation.) A bunch of quasits… probably not a big deal, our gang has dealt with them before… and a humanoid with a cleaver who is serving as a cook. The cook looks like she might be tough for all of one round, but then everyone pretty much lands their attacks and it’s all over – Vanessa trips the cook, Darius fires a Stunning Fist, flaming birds, elemental toss, and there’s a smoking crater where she used to be. By the end, it’s almost to the point of showing off, when Vanessa is grappling and shoving quasits into pots instead of just stabbing them.

Things show signs of getting a LITTLE interesting when the quasit under the pot a) turns into a wolf and b) heals up. Do we finally have a fight on our hands? Ummm… never mind. Ateran throws another chair, and the wolf crumples as well. Fight over, and a fairly easy one at that. Really the only downside is we didn’t get to see what Alhara’s brand-new magical trident does. Guess that’s going to be a mystery for another day.

After a bit of top-up healing, the exploration continues. There’s a pantry with a bunch of snacks, so if the party wants to just quit the circus and live here, they’ve got options. Then they come to a room with tons of doors, but one of them has been ripped off the hinges and there are noises coming from that direction. So Alhara decides to take a shot at stealthing… something we haven’t really seen her do much of. And she may never get a chance to do it again, as she critically fails right in front of TWO of the same demons where ONE almost wiped the party back at the church. (Granted, they’ve leveled since then, but still…) So this episode was easy, but next week is shaping up as a bit of an ordeal.

While you’re waiting for next week, feel free to drop by our Discord channel and let us know what you think of the show. And this week, maybe send some thoughts and prayers to Alhara, because it sounds like she might need ‘em. Thanks for listening and we’ll see you next week.

Talking Tales: Tale 6, Chapter 1, The Ultimate Fixer-Upper

Jason recaps the events from The Black Lodge Tale 6, Chapter 1: This Old Fort.

Well, the Erik Mona/Vortaris Live Episode Sojourn is over, and it’s back to “normal” episodes. Also, we return this week from Questing to full-length adventures.

This time out, our special guest is Jefferson Thacker (aka Perram) from Know Direction. I know Steve has done a lot of stuff with Perram in other venues – they did a live event that wasn’t recorded, Steve appeared on KD’s show, etc. – but I don’t think he’s ever been featured on one of our games before. And personally, my only first-hand interaction with Perram was when he served as the moderator/master-of-ceremonies for our PaizoCon live event back in 2018. So… been a while.

Perram’s character is Ducker Nightshade… he’s definitely a halfling, I’m pretty sure I heard him say he was a champion, but of course, the thing that really sticks out is the accent Perram has chosen: he’s gone full “up the holler” Appalachian with him. Which is… unusual… for a fantasy setting, you have to admit. I wouldn’t go so far as to say I disliked it, but it did catch me off guard a little.

Now, I’m just going to come right out and say it: you’ll notice I don’t talk a lot this episode. There are two main reasons for that: one intentional, one not.

The intentional part is that when we have a new guest, particularly one we’ve never played with before, I usually like to give them some space to see how they’re going to play. I’m deferential that way. When it’s someone we already know like Vanessa Hoskins or Rob Trimarco… OK, jump right in. Since it was our first time playing with Perram, I was more inclined to let him have the floor.

The other reason is that I wasn’t feeling all that well when we recorded this session. Frankly, it was one of those things where I faded fast after dinner, but I didn’t want to call off at the last minute and screw up everyone’s schedules. So I tried to tough it out and probably shouldn’t have. 20-20 hindsight, I guess.

We start… yet again… on a ship, only this time it’s really just transportation from Point A to Point B. OK, there’s a little bit of interaction with the other passengers, but we don’t get attacked and no gambling mini-games. The refugees from Lastwall seem like really obvious candidates to be our first workers, but despite being chased out of their home by the Whispering Tyrant, they seem strangely reluctant to accept the offer of a job and a place to live. For the moment, we won’t worry about that.

Then we reach port and have to deal with the guards, and now we’re at a point where the situation with the family reaches critical mass and we have to do something. Unfortunately, the harbor guards are going to sell off the kid to the Razmiri priesthood unless we can vouch for them. Which leads to this week’s episode of Adventures in Crappy Skill Rolls! Chris fails Diplomacy. Perram fails an attempt to Intimidate. I fail TWICE, burning my hero point in the process. All this for two workers and two kids who aren’t likely to do us any good. But FINALLY, Seth gets a decent roll, and we’re able to get them past the guards and into town at a cost of three gold. Hard to say whether that’s going to be a little or a lot until we get a better sense of the overall budget. (And whether there will be opportunities to earn money elsewhere.)

Next up we get our mission briefing from Mask Narsen (all sorts of COVID jokes I’m just gonna leave on the table there), who actually seems to be a reasonable guy for a worshipper of an evil deity. It’s funny because I now understand some of this better having read the Lost Omens Legends book for my review. Razmir is a really powerful (evil) wizard who’s been masquerading as a god and has built up a following. However, Razmir views the Whispering Tyrant as probably the single biggest threat to his power, so at least on that specific front, he’s capable of cooperating with good people to preserve his power. So, not to guess too much into the motives of someone who calls themselves “the Living God”, but Razmir probably feels like having Pathfinders manning the fort would serve as a first line of defense if Tar-Baphon ever gets frisky and decides to attack.

(BTW, bonus points to Chris for his passive-aggressive pissing contest with Mask Narsen. I had forgotten about that, but it was a pretty funny moment.)

We also get an introduction to the town, but this seems like it’s going to mostly come into play later. I think the big takeaway, for now, is getting a sense of where the skilled craftsmen are when we get past grunt labor and need to hire specialists. For now, put a pin in it.

So now we go visit the fort, and we start to get an idea of the full scope of the project. Which is… basically… everything. The walls have holes in them. The main keep is in disrepair. The roof is shot, but you can’t even get up to the top level to fix the roof because there are no stairs. The well is damage, so there’s no supply of water. And ohbytheway, we also have an evil shrine to contend with and may have monsters living somewhere in or around the fort.

So the main thrust of this adventure looks like it’s going to be base-building rather than traditional combat. We have a certain amount of time (currently not specified), a finite amount of money, and we can either hire labor or do it ourselves in cases where we have the right skills. In addition to whatever labor we have to hire out, there are also potential costs for materials, and for lodging up to the point where we can get the fort into a livable condition. Unknown is whether there will be opportunities to add to our budget by… essentially… doing side quests.

At the very end of the episode, Steve presents us with a full task list. I mostly want to save that for next week because – mild spoiler – John taps into his Game Designer Kung-Fu and spends the week between sessions putting it into a more coherent “flowchart” format that makes it easier to discuss. For now, I can give you a first glance assessment: there are something like 180 or 190 work units, so we’re clearly going to have to do SOME of the work ourselves or find some alternate sources of income because our 147 gold isn’t going to totally cover it. And that’s even before any materials or lodging at the inn.

So that’s where we’ll pick it up next week – we’ll break the task list down in more detail and get to work. While you’re waiting for next week’s episode, feel free to drop by Discord or other social media and let us know what you think of the show. Thanks for listening and we’ll see you next week.

The Sideshow S1|22: Turn Off The Dark

Jason recaps the events from Three Ring Adventure S1|22: The Rule of Ghoul.

This has to be one of the weirdest episodes of Roll For Combat ever. Although we got a few ghouls for an appetizer, the main combat of the episode went basically unresolved and the big bad ghast (I assume that was the point of Steve describing the one attack as “ghastly”) got away. In fact, most of the action came from just navigating the environment – falling rocks, no light, etc. – and dealing with the sickness. And we end the game with a little light violation of the Geneva Convention as Ateran murders a captive prisoner, the boss from the previous episode that they had previously tied up. Then again, we all know how Ateran has been on edge because of their feelings about druids, and the session did start with Hap joking about slitting her throat, so maybe the signs were always there that this was going to end badly.

Hmmm… maybe murdering prisoners is how the evil clown from the other circus got his start…

On to the game. First and foremost, it was good to get that reminder about “Learn a Spell”. Loren was just doing a regular Identify, but it’s good to get into that stuff. “Learn A Spell” is kind of a compromise between the First Edition poles of either “you get access to every spell on the list” free-for-all and the overly restrictive “you get these five spells and that’s all you can EVER do”. As a general skill, any caster class can do it. One of the interesting features is that you can either learn the spell from a scroll or spellbook OR you can have someone teach you the spell through conversation. So theoretically, one way to learn new spells is just to study with NPC casters, if the GM allows it. The thing that’s a bit risky is that if you fail the check on Learn a Spell, you can’t try again until next level. Oof.

Another thing I found interesting was Loren was going back to the First Edition version of Produce Flame, and I was a little surprised Steve let her do that. If you’re new to Pathfinder with Second Edition, Produce Flame used to be kind of a hybrid between a light spell and a combat spell. You basically got a blob of fire on your hand that lasted for 1 minute per level, which you could either use as a light source, or you could use as a ranged attack, with each shot consuming one minute’s worth of fire. Looking at the plain text of the rules, Second Edition took away the secondary usage and just made it a combat spell, but I guess Steve let it slide a little.

I will say, lighting has not traditionally been this big of a problem in our adventures. I can probably count on one hand the number of times we’ve had major issues with lack of light source. I think the biggest thing is that a lot of fights tend to be in rooms that are either already lit, or are at least fairly open spaces where all of the party’s (and enemies’) light sources can combine to make lighting mostly a non-issue. Even most “dungeon” crawls are usually something semi-civilized like a castle or a tavern or something, so there’s some type of human activity. Also, at least in our other group, we tend to be fond of darkvision races, which gets around the problem entirely. And more as a personal choice, if I’m any flavor of caster, I’m taking Light as one of my cantrips anyway.

The one notable recent exception to “no light, no problem” that I can remember was Emerald Spire – not only was there an entire level that was dark narrow passages like this, but most of it was also difficult terrain. And did the enemies have darkvision? Of course they did! That was a freakin’ nightmare.

On the other hand, all of this business with the light sources did give us the moment of the night: Loren discovering AFTER all the dust had settled… “Oh, I do have light!”. That’s just fantastic.

At the end of the episode, we have the somewhat shocking (but maybe not) resolution with the evil priestess from the previous session. I think it was inevitable that some sort of renewed fight would break out – she seemed to be stone-cold crazy, so I don’t think she would’ve just let herself be walked back to town. On the other hand, it was a little surprising to see Ateran lose it and just off her like that. They are usually so calm and collected; if there was going to be an emotional outburst, I would’ve put my money on Hap.

It’ll also be interesting to see how they roleplay this going forward. Both Vanessa and Loren were both showing various levels of disappointment (bordering on disgust in Alhara’s case) and Ateran’s still getting over the hump on being the outsider of the group. One hopes this doesn’t set them back too far in their personal relationships.

I think what’s messing with me as we end the episode is the ambiguous note it ends on. Generally, Steve tends to end either on a natural stopping point in the story, or at least on a fairly well-defined cliffhanger – i.e. combat is about to start and that’s where we’ll pick it up next week. So the idea that there’s still this undead Super-Ghoul running around, they don’t know where it is, and we don’t really know if it’s going to attack them five minutes into next week’s show or we won’t get a resolution for 2 or 3 more weeks… that’s a little weird and atypical, and I’m still processing how I feel about that.

But… my feelings aside, that IS where we’re ending this week. Next week, I guess we’ll see what happens with their battle against the undead. While you’re waiting, feel free to drop by Discord or other social media and let us know what you think of the show. Thanks for listening, and we’ll see you next week.

Talking Tales: Tale 5, Chapter 2, Why Did It Have To Be Snakes?

Jason recaps the events from The Black Lodge Tale 5, Chapter 2: Sea Monster Sushi.

Welcome to Part 2 of the PaizoCon special episode. There’s a certain serendipity – planned or not – in running our previous “convention” episode at the same time GenCon is also going on. Though it’s also a little confusing and I fully admit I started typing “GenCon” and changed it to “PaizoCon” as I was writing the intro.

For the record, I’m not ignoring Steve’s announcement about the new adventure… I just figured I’d wait until there’s more to report. Also, because of scheduling snafus, we haven’t actually started playing it yet, so there isn’t even much to drop vague hints about yet. To quote Mister Incredible: WE’LL GET THERE WHEN WE GET THERE.

We resume action in the aftermath of stepping on to the sunken ship and into the waiting pseudo-pods of the mold – though I managed to avoid that particular fiasco by hanging back. I knew SOMETHING was going to happen, but I assumed it would be a more conventional ambush, rather than mold. So everyone else gets to deal with the virtual ConCrud, while I gingerly clear the decks with fire. (Lest I be portrayed as a coward, I’m pretty sure one of either Vortaris or Nixnox didn’t go on the enemy ship at all, but I can’t remember which one.)

Once that’s all subsided, we do a little search of the ship looking for the gorget and figure out it’s below decks. Which are… (wait for it)… UNDER WATER. Of course they are. Needless to say, John is ecstatic that his underwater combat feat might prove to be useful, while Nixnox’s already-evident frustration at another water-based adventure escalates to full-fledged panic. Our strong swimmers investigate, and the corpse we need turns out to be wedged in the jaws of a sea beastie.

Again, here’s where I expected an ambush. Part of it is that Pathfinder Quests are short, so you expect something to happen quickly, but I fully expected that the creature was going to be the fight… that it was just taking a nap or had gotten stuck when the ship went down and was going to conveniently wake up when we started tugging the corpse loose. Well, it turns out the folks at Paizo aren’t QUITE that devious – it’s just a skill challenge to get the body out before you drown. But still, that’s an effective little challenge as is – Thorgrim is the only officially “strong” person in the party, and holding one’s breath underwater got a lot harder between editions.

Quick rules digression, which we sort of explained but sort of didn’t: In First Edition, you could hold your breath underwater for a number of rounds equal to your Constitution SCORE. Now it’s 5 rounds plus your Con MODIFIER. So it went from something that’s likely to be well over a minute even for an average person to “over 30 seconds is pretty exceptional”. Arguably that’s more realistic: it’s actually pretty hard to hold your breath in deep water, especially if you’re thrashing around exerting yourself. But still, it’s a bit of an adjustment. It’ll especially be interesting to see how that plays out in underwater combat situations, if (when) those ever arise.

Who am I kidding? We’ve had water adventures almost every time. Of course, we’ll have to deal with that at some point.

Now here’s where being Level 3 would’ve been enormously useful. If I was Level 3, I’d have the upgrade to the Level 2 version of Wild Shape, which gives me “real” forms including a shark form. At that point, I could’ve Wild Shaped into a shark and either tugged at the corpse or eaten away at the creature (gross… yes… but possibly effective) until the sailor’s remains broke free. But since I’m still on the starter version, I can only turn into small creatures, which didn’t really offer much help here. Level 1 Wild Shape is mostly for roleplay flavor, maybe a little bit of recon work (though even that’s limited by the fairly short duration).

So Peepers and Thorgrim get the actual job of freeing our target, and Nella and her unimpressive strength are mostly there for moral support and casting Light. At first, it looks like we might end up with some drowning victims, but they finally get the body free and we’re able to drag it back to the dry part of the ship.

And then, as we’re bringing our spoils back… THAT’S when all hell breaks loose.

I have to admit, at first, I was still thinking it was going to be a BIG sea serpent – perhaps the one in the basement of the wreckage had a sibling. Or my other thought was kraken-esque tentacles – that we’d never see the actual creature, just fight off a few Grabby Boys Of The Deep. But I suppose either of those would’ve been creatures WAY outside our challenge level, so what we actually got were more ordinary-sized sea serpents. Now, they weren’t trivial – they had a charge attack, and they could also use the water to move around and attack from unexpected angles. Basically, as the front-line fighters charged all the way over to the port-side rail, one of the serpents went underneath the ship and came up in the middle of our back line. Oops. I suppose we could quibble about animal-level creatures using advanced tactics, but whatever. Made for a more exciting encounter.

Fortunately, the snakes were not that tough in terms of defenses – nothing special on armor class or hit points – and we were able to make fairly quick work of them and secure victory. And Vortaris even got the death blow and some sweet lovin’ from the captain of the ship. Good for you, Vortaris! Hope that doesn’t mean he just recruited an admiral for his eventual Fleet of the Damned when he goes full lich…

And hey, we finished on time! See we can do it when we put our minds to it.

So that’s our PaizoCon romp in a nutshell. As usual, Erik Mona was lots of fun to play with: Vortaris continues to crack me up as a character, and I hope we get to see him again down the road. But it’s also fun having the live audience to interact with – we get a little bit of that with our Patreon subscriber channel, but nowhere near to the scale of a convention appearance. It’s gratifying to see hundreds of people listening in and following along live… even if they do mostly vote for Mr. Peepers and continue to encourage his impulsive streaks. Makes for good listening, I suppose.

Next week, we return with a new adventure (back in “the studio”) with a new special guest, so I hope you’ll join us for that. I won’t spoiler anything, except to say it’s going to be an actual adventure and not a quest, so expect it to unfold on more of a 4-6 episode timeline. As always, while you’re waiting, feel free to drop by our Discord channel or other social media and let us know what you think of the show. Thanks for listening, and we’ll see you back here next week.