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Talking Tales: Tale 2, Chapter 2, Live From New York… It’s Roll For Combat!

Jason recaps the events from The Black Lodge Tale 2, Chapter 2: Mister Peeper’s Papers.

First of all, apologies for being late with the column this week. (I can almost imagine Steve grumbling “lat-ER!” somewhere over the Internet). I was intending to write it last night after our game session ended but our “1-2 hour” quest ended up taking almost four. (In a good way… we were having a lot of fun… but still…) By the time it ended, it was around midnight, and I wasn’t up for banging out a column. So… apologies for that.

Speaking of which, one of the things I wanted to touch on this week, as mentioned in Steve’s intro, is the fact that we’ve increased our live-play capabilities by leaps and bounds over the last few weeks. As you know, around the time when we started the new shows, we started out letting our $5 Patreon subscribers get the shows a week early. But somewhere around the time the episode you’re listening to is airing, we started letting $10 Patreon listeners actually listen to the show live. Which has since further been augmented by screencasting the game board and even having webcam feeds of the players themselves (for those who have them; mine is on back-order). So now we have the beginnings of a “live broadcast” side of Roll For Combat going on.

The point is not to put on the hard sell here. I’m not about telling anyone how they “should” spend their money, especially in times of uncertainty like we’re in. But I did want to reflect a little on how it feels to be “performing” live as opposed to recording these and then having them show up a month or two later.

The first observation is I’m still figuring out the sheer logistics of it. Our live listeners can listen but not speak – their way of interacting with us is through the Discord chat channel. But for the first few episodes, if I’m being totally honest, I got too zoned in on the game and forgot to check the chat channel. Similarly, the one time I tried to run the screen share, I forgot that if I tab away to a different browser window, the show feed also tabs away to whatever I’m looking up. Don’t worry… no embarrassingly NSFW snafus; but our viewers were occasionally left looking at the rules page for that spell I forgot how to use, instead of the game board. Add in the general “how to lay it all out on the monitor” tomfoolery, and there’s some learning curve to overcome there.

My bigger concern going in was the newfound awareness of the fourth wall. Am I going to play the game differently knowing there’s a LIVE audience to provide instant feedback if I do something stupid? Am I going to start measuring every word that comes out of my mouth, knowing that Steve can’t edit things to make us look more clever? But so far that really HASN’T been much of a problem. First, we have a pre-game “green room” where we get a lot of the non-game ranting out of our systems before the listeners arrive. But more to the point, it’s been a net positive having people listening live – I haven’t really caught myself thinking about it, and it’s been kind of fun to get those instant reactions to what’s going on in the game. (Among other things, you guys have a solid GIF game.)

At any rate, back to action. This week is a bit of a wild ride.

First, we have our meeting with Flitch down in the sewers. I think we had a couple of different things going on here. At first glance, we had yet ANOTHER round of overcomplicating things and trying to answer every question based on one interaction… yeah, there was some of that. OVERCOMPLICATORS… ASSEMBLE! But to be more charitable, I think there was some genuine feeling-out of whether Flitch should be treated as an accomplice or just as a customer. He’s a rogue, he’s got pre-existing knowledge of the town… there might be ways in which he might be useful to us. On the other hand, our benefactor didn’t trust him enough to give him information about the other contracts or the extraction plan, so it’s unclear we should put a LOT of faith in him. Also, if our skill checks on the quality of his forged papers were accurate, Flitch isn’t a very GOOD rogue.

Then again… keep in mind our current definition of a “good rogue” is a guy who tries breaking into an inn in broad daylight in front of city guards and gets hauled off to jail for his trouble. PEEPERRRRRSSS! (Imagine that with the same cadence of Superintendent Chalmers saying “SKINNNERRRRRR”!) And now our party is divided – the rest of the party is pretty much running a standard paint-by-numbers run through the adventure, while Peepers is doing a one-man adaptation of “Midnight Express”.

This gets into the ongoing meta-question that also got some play in the Discord chat, which Steve also sort of addressed in the intro: what makes good “chaotic” play? Should Mister Peepers really have so casually just gone along with his jailhouse adventure and taken it so far, or did we reach the point where Graham Chapman should’ve come in and proclaimed the whole thing far too silly?

I’m not sure what the “right” answer is. As a listener, it’s clearly the highlight of the episode: certainly far more entertaining than just listening to Nella roll heal checks. But as a player, if I’m going to have a chaotic character in the party, I like that chaos to be tied to some larger guiding character concept that can be understood – chaos in service of making money, chaos as a deep-seated hostility toward authority, whatever. John’s portrayal of Peepers is kind of all over the place… one minute he’s breaking into a building in front of guards; the next, he’s singing the virtues of the same police state that just threw him in jail. It borders on chaos for the sake of chaos (or at a meta-game level, chaos in service of throwing Steve curveballs and seeing how he’ll react), and that can be a little frustrating to get a read on. And I’m not even denying that people like that exist in the real world – Hello? Tiger King! – but it’s a little easier to play this game when you have teammates who react in predictable ways or AT LEAST ways that hew to some larger vision of the character.

But when all the dust clears the next morning, we’re really not in too bad a position. We’ve made contact with two of the five targets (three people, if you include the innkeeper’s daughter), and we’ve even established the inn as a base of operation for the rest of our adventure. That’s actually pretty good for one day’s work. On the other hand, those also seem like the “easy” targets – the guard and the bookkeeper, in particular, seem like they could get messy since they have ties to the government – so this could get tougher when we pick it up next week. 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.

The Sideshow S1|07: The Goth Kid Likes Cookies!

Jason recaps the events from Three Ring Adventure S1|07: Thunder is Down Under.

I’m going to start this week on a bit more of a “serious” note by nodding just a bit to this weird coronavirus landscape we find ourselves in – it’s not going to be some 20-page foam-at-the-mouth rant, just a few things that are adjacent to the Roll For Combat universe.

First I wanted to give a shout-out to a great piece Rob Pontius wrote for Know Direction about gaming in this weird reality we find ourselves in. When writing these blog posts, I’ve always been in a little mental tug-of-war about how much to acknowledge the reality we’re all swimming in, versus keeping the reindeer games light and keeping the escapism turned up to 11. Theoretically, part of why you’re here is to take a break from that other stuff. But since Rob wrote something that really resonated with me, I’m willing to throw in my two cents’ worth of endorsement and point you in its direction.

To the substance of what Rob wrote: for me, it’s not the isolation. I’m an introvert by nature, I still have work duties that give me remote interactions with people, and I also have my kids living under my roof. For me, it’s feeling like the ways I’m spending my time are trivial, and feeling like I “should” be doing things that are more morally redeeming. Creative. Helpful. Whatever. I go the opposite direction and sometimes feel guilty that I’m “just” sitting around playing games (Pathfinder, but also a shit-ton of Persona 5 Royal). You’ve got doctors and nurses out there saving lives, and I’ve almost got the theme from “Duck Tales” (ooo-OOO-ooo!) memorized. But I appreciated what Rob wrote, and I wanted to put it on your radar if you hadn’t seen it yet.

The other thing: I know this was recorded a while ago and no one intended it, but this is the week it reached critical mass and became a little weird that we had an in-game issue with characters being sick with multiple illnesses and figuring out how the circus was going to navigate that. At one point, I was worried they were going to break the circus into essential and non-essential acts and lock people in their trailers. I don’t want to dwell on it, but I’m taking a moment to acknowledge the weirdness of the whole thing.

But whatever… back to the lighter side. First, I’d like to file a formal protest against the group for coming up with 80s parody songs without me… that’s, like, my whole thing! TRADEMARK INFRINGEMENT! Also, if you’re gonna go to all the trouble to cover the B-52s, you really gotta lean into that Fred Schneider part. Don’t do it halfway. (I’d like to lodge a second protest about the anti-druid sentiment expressed in the last few episodes, just because I’m playing one in Black Lodge. This non-stop druid hate has to stop!)

We start this week with an introduction to the team’s Level 2 characters. There end up being no major surprises here, since they started to get into some of this last episode. Darius… very by the book. Mostly the same with Alhara, though the ability to ‘rassle’ bigger opponents seems like a bit of an odd choice since it goes a little against the theme of a dexterity/finesse-based fighter. But we’ll see how it plays out in real life.

That brings us to the two out of four multi-classers – Hap takes a dip in bard to add some dance flavor to her casting skills while Ateran went with the sorcerer dedication. Ateran, in particular, feels like they’re pointing their boat a little bit toward “party healer” between the feat selections and the choice of the divine flavor for the sorcerer dip. I like that we have two different “takes” on multiclassing to look at here. Loren has had a really specific idea for her character since Level 1, and to enact that concept, she needs to add performance flourishes to her casting. Rob seems to be coming at it from the other direction, taking Ateran where the story wants them to go – the party has gone through a lot of fights, taken all this damage and all these diseases, and it’s exposed the need for some healing, so it feels like Rob took the sorcerer dip to try and fill that hole in the party (and storywise, Ateran wanting to help their new comrades) a little.

Personally, I’m still on the fence on multi-classing. The main argument in favor is that I don’t actually ever expect to run a character all the way up to Level 20, so getting hypnotized by level 20 skills I’ll never actually use seems kinda pointless. If you can get a more flexible character at the low to mid-levels, it’s probably worth doing. And multi-classing generally does seem more flexible and fun in Second Edition than in First. On the other hand, every time I think about multi-classing, regardless of system, I start having that knee-jerk “so I’m going to give up Level X abilities and get Level 1 abilities instead?” reaction. I guess I just like getting my core class toys as soon as possible, I guess.

As we finally get underway and start playing, I think the highlight of this week was the extended interaction between Hap and Ateran during their trip to town. First, it’s two characters who generally haven’t interacted with each other much – part of that is intentional since Rob is playing Ateran as a mysterious figure, but still… we’ve seen Ateran and Hap interact with other characters here and there, but not a lot between the two. And the specific interactions were a lot of fun. Hap trying to play matchmaker between Ateran and Alhara was so perfect, and the idea that Ateran has a secret sweet tooth was a wonderful little twist. We’ve gotten like… 20 words out of Ateran the entire adventure so far (most of them disparaging druids), but put a pie in front of them, and it’s like they’re a whole new character! Who knew? Also, while not directly Ateran-related, I love how little regard Hap has for money – whether it was paying the baker a 60% tip on the pies or dumping out her coin-purse to help Ateran afford alchemical components, it just reinforces her whimsical nature. Good stuff.

Meanwhile, back at the camp, it was also kind of entertaining to see the Varus siblings both exhibit various levels of stubbornness about just taking a break and resting. I mean, they’re both down with illness after a full day of fighting – you could forgive them for wanting to take a break, but neither was having it. You wonder how much of it recognizing that the circus needs leadership in this crisis situation, and how much of it is simple sibling rivalry – I’m not gonna rest because you’re not gonna rest. (And in Alhara’s case, how much of it is putting on a brave face for Ateran’s benefit?)

After everyone’s back at camp, the major items on the to-do list are arranging Thunder’s funeral and making their saves. I liked the home-grown funeral concepts the party came up with, like giving one of his “closing time” speeches from the show and the “book of deeds”… the latter in particularly sounded like sending his resume into the afterlife with him. The saves on the other hand… oh boy. That’s gotta be frustrating that ALL the NPCs succeeded and ALL the party members failed (even with burning a Hero Point). That’s probably the point at which I would’ve wanted to end the session for the night. Especially when the one magic item was revealed to be an anti-plague AFTER the party missed their saves for the day.

As Marvin’s funeral/pie-party is winding down, the circus gets a visit from the mayor of the town, which provides a path forward in the overall adventure, as well as possible salvation on the disease front. It turns out there’s a hermitage of nature lovers that may or may not be affiliated with the attacker, and the mayor would like the party to investigate and represent the town’s interests in the matter. The mayor can’t really think of a reason why they’d want to attack, but who knows if he’s telling the truth or not? In return, the mayor is willing to hook them up with his private doctor, which I assume means a few extra, and or better, saves to remove their disease conditions. Since the circus probably can’t perform again for a few days anyway, might as well take him up on the offer, though the NPC acts are going to spend a few days in town doing marketing and drumming up ticket sales.

And that’s where we’ll pick it up next week. Don’t get me wrong… I’m definitely curious to learn more about the Bearded Man and the Dog-Faced Dog, but I’ll save that for when we get to know them better. As always, 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 2, Chapter 1, Paralysis by Analysis

Jason recaps the events from The Black Lodge Tale 2, Chapter 1: Hey You Guys!

Welcome to Episode 5, where the Black Lodge premise finally finds its legs. Dead Suns, Plaguestone, Three-Ring Adventure? Lots of fun, but adventures that take months, if not years, to reach their payoff. Here in the world of Pathfinder Society, everything’s brand new again! New story, a new guest star, and another fairly short romp with the finish line already in sight. So let’s get into it.

First things first, we bid farewell (for now) to Vanessa Hoskins, the player, and Mama Millicent, the character. This time around, it’ll be fellow Three-Ring Adventure player and long-time friend of the show Rob Trimarco joining us as dwarven fighter Thorodin Bloodhammer. It’s an amusing choice on multiple levels. First, there’s something amusing about the fact that Vanessa and Rob both went with fighters – guess people are really starting to miss their attacks of opportunity in Second Edition. There’s also going to be some superficial amusement to be had from both Chris and Rob running dwarves with similar-sounding names. I’m sure that won’t get confusing at all.

The setup of this mission seems fairly simple at first glance – we’ve got a merchant of questionable nature (Guaril Karela) who made contracts to smuggle several citizens out of the city of Xin-Edasseril. Now, he’s become too hot to get into town and can no longer fulfill his deals, but the Pathfinder Society volunteered us up to finish his job for him. Presumably, the hook for the Society lies in the fact that Xin-Edasseril was frozen in time for thousands of years and just got thawed out, so its citizens represent a walking, talking history book. Karela has already arranged a boat to take five people out. So at first glance, this shouldn’t be that tough, right?

But things get immediately more complicated. Yes, the list is five names – Flitch (a thief of questionable talents), Themolin (a government accountant who found some questionable book-keeping), Yuleg (an innkeeper), Daffrid (sounds like a teacher of magic), and a city guard named Garrla. However, the innkeeper and teacher come with family attachments: Yuleg has a daughter and Daffrid has both a husband and kids. So now we’re up to nine people we’ve got to get out of town – more than will fit on the boat. And also, reading between the lines, Garrla is kind of a question mark, as Flitch put that deal together on the side based on an anonymous note left in a dead-drop. I can’t be the only one who sees “mediocre thief” and “city guard” and is at least a LITTLE worried someone’s onto Karela or Flitch and setting us up.

We also have more of a meta-problem, in the form of Steve telling us in multiple ways that getting into a fight against the city guard is going to be a BAD idea. We have multiple “if you fight the guards, you WILL lose” warnings. This is one of those “know your GM” moments – there are subtle hints, and there’s the GM telling you flat-out what the rules of engagement are. This is the latter – if we go swords-out against the guards, we lose. That doesn’t mean there’s going to be no combat at all – we may still have monsters or bandits or something – but it does mean that we need to play this smart.

What came next, I have to admit was a little frustrating… both as a player and going back to listen later, as we got hopelessly bogged down in pre-game paralysis by analysis. On one side, we had Seth (in particular) going meta and trying to walk through every possible outcome in advance. Who is this NPC? What are the 18 different things that could go wrong with their extraction? I understand a little bit of advance planning, but it reached a point where… come on, let’s just go there and see what the situation looks like. On the other hand, John… either he just wasn’t getting it, or he was impatient to get moving and just tuned out, or… something… because he seemed to be misunderstanding the basic points of the plan. THE BOAT HOLDS FIVE PEOPLE, JOHN.

But as long as we did all of that, what did we determine? The two biggest challenges here are likely to be the guard and the accountant – they’re people that are part of the infrastructure, people the guards would likely recognize if they went walking through the gates. “High-value targets”, so to speak. On the other hand, the fact that they’re part of the infrastructure means they might represent part of the solution, too – maybe they can find us extra papers or talk to other guards or know who to bribe or something. Being connected is a double-edged sword here. The families are low-value targets, but if we’re talking about getting actual children out, they’ll need an “easy” departure – can’t have them swim out to the boat or anything like overly physical. The thief is a question mark – he might also have skills but our benefactor seems unimpressed by his skills, so don’t know if we want to rely too heavily on him.

An hour later (real-time, not game time) we FINALLY get off the boat and get things started. We decide that Flitch seems to be the best starting point because he’s the guy who was in most direct contact with Karela – maybe he’s been working on the escape plan – but there’s basically nobody home at the address we were given. The flowerpot that was used as the message drop by Garrla is knocked over… that’s a little ominous… and then Peepers finds some graffiti that we can’t decipher because nobody bothered to train in Society. Chris decides to break that stalemate by busting the door down – just what you want to do on your first day as a visitor in a police state! Once inside, we find more graffiti – at first, we can’t decipher that either, but Thorodin eventually figures out that Flitch has gone into hiding into the sewers.

And that’s basically where we’ll pick it up next week. (Sewers again? Is this going to be a recurring theme for this show? Tales Of Municipal Waste Systems?) Hopefully next week we can get past the endless planning stage and actually do some townspeople-rescuing. While you’re waiting, feel free to drop by social media and let us know what you think of the show and join in the ongoing merriment. Thanks for listening and we’ll see you next week.

Behind The GM Screen: The Pathfinder Gamemastery Guide Review

Make sure to read Jason’s review of the Pathfinder Second Edition Core Rulebook, as well as his review of the Pathfinder Lost Omens: World Guide Review, Pathfinder Lost Omens: Character Guide Review, Pathfinder Lost Omens: Gods & Magic Review.

If you enjoyed this review make sure to check out our Pathfinder Adventure Path: Three Ring Adventure and our Tales from the Black Lodge Podcast.

As a kid growing up, there was always a hint of “forbidden knowledge” about the AD&D Dungeon Master’s Guide. There were books for the players, and books for the DM and ne’er the twain shall meet. Or maybe my older brother wanted me to believe that because he didn’t want his potato-head younger sibling to get peanut butter on the pages of his book.

Today, I take a broader view of gaming, and it’s not the worst thing in the world if the players understand how the moving parts work as well as the GM does. And besides, if I get peanut butter on my computer keyboard, that’s my own damn problem. So let’s delve into the not-so-forbidden world of the Pathfinder Gamemastery Guide.

The Gamemastery Guide (which I’m going to be lazy and shorten to “GM Guide” for most of this) is, at its heart, a resource for the GM of your group, and I think the guiding force of the book is taking your game experience to the next level, whatever that level might be. At some level, it’s not that hard to run an adventure path from A to Z off the Core Rulebook. However, at some point, you’re going to run into challenges that aren’t on those printed pages. For the novice GM, it might be how to deal with a problem player, or social encounters that aren’t resonating with your party, or how you can rebound from a TPK without throwing out weeks of gaming and just starting over. For the advanced GM, maybe you want to go off the printed page entirely and create your own additional content. The GM Guide has you covered either way.

The first chapter, “Gamemastery Basics”, is your classic “GM 101” stuff, the sort of things Steve talks about in his “GM Tips” section on the show. It’s going to be most interesting to the novice GM who’s maybe GM’ed a couple of times and wants to improve, or intends to triage a specific issue they’re having in their campaign. An experienced GM might get a little bit of terminology refresher out of this section – “that concept you’ve been doing for 20 years… here’s what we call it in this system” – but has probably already seen most of this stuff before in the wild. And there are almost no hard rules contained in this section – the most “meaty” thing I remember seeing at first pass was a sidebar that amounted to “well, whether you treat all diagonals as 5’ or alternate between 5’ and 10’ is up to you”. To be clear, I’m not disrespecting that content or the need to include it. Roleplaying games are having a bit of a cultural moment, and that means new players are going to showing up on our doorstep, and they need that information too. But experienced players can PROBABLY just give this a quick skim and move on to Chapter 2.

Chapter 2, entitled “Tools”, is where GM 101 ends, and the real meat of the book begins. (And at almost 100 pages, it represents the single largest part of the book in terms of page-count). The thrust of this section is “how to roll your own”: creatures, hazards, magic items… even settings and deity pantheons if you want to homebrew your own content that leaves Golarion behind. If you’re a homebrewer, this is “The Good Shit”. And unlike Chapter 1, which floated along at an abstract level, this content is VERY rubber-meets-the-road.

We start with how to design new creatures (RPG Superstar contestants, take note). The level of detail is really solid here. If you’re going to give your creature regeneration, you’ll want to take off X hit points to compensate. If the encounter level is this, the level of the optimal magic item to have it drop is this. It even contains a section on designing your own creature abilities – how much damage they should do, what saves they should have, how to slot them appropriately into the three-action economy, and such. There’s still room for GM discretion and artistic interpretation – but this gives you a real sense of how to build creatures the Paizo Way, so they’ll fit into the existing system, both holistically, and when it comes to making the math work during encounters, so they don’t break your game. In either direction – you don’t want your fancy new critter to be a TPK OR an easy ATM run for your party.

Next is a similar section on creating hazards. I have to admit – I knew hazards were more complicated than in First Edition, but I didn’t realize THIS much went into creating them. They’re almost like stationary monsters in their level of detail – you define the mechanism, the sequence of actions, how and if it can be disabled, hit points hardness in case you need to destroy it rather than disabling it, and so on.

The next few sections are near and dear to my heart as a player – rules for creating customized loot. The first section is just a basic ruleset for creating simple magic items of your own device. The meaty stuff comes in when you get to armor and weapons, where you can forego rune slots in exchange for specific abilities to create truly customized gear. We then get into ways you can tweak your basic items to give them flavor – from the mostly cosmetic (quirks: your +1 sword can smell of fresh-cut pine), to things like intelligent items and cursed items.  We finish the section on magic items with relics and artifacts – relics are items that, to oversimplify, level and gain new abilities along with you; artifacts are generally end-game level items with extra abilities, for when you want to create your equivalent of Grabthar’s Hammer. (WHAT A SAVINGS!)

After a few smaller sections that flesh out “artwork and gems” and give the GM a lot more status afflictions to play around with (including addictive drugs), we get into the last “major” theme of the Tools chapter – the sections on worldbuilding. This part actually pulls back out from the concrete to the abstract and takes the shape mostly of questions you should be thinking about if you try to create your own content. It starts at the macro level and works inward, so we go from “let’s say you want to mess around with gravity on your planet; what ramifications does that have?” to “how many local cops should a hamlet of pig-farmers have?”. Though it does use examples from Golarion to illustrate the various concepts, so you do get some “crunch” by example.

Moving on, Chapter Three is “Subsystems”. There’s a theme here of fleshing out the non-combat parts of the game by creating mini-games with their own separate victory conditions. So to pick one example, instead of making a single Diplomacy roll to decide whether the Duke will let you use his personal boat to get to the island, you use the Influence subsystem and play through a sequence of interactions with points assigned to each one, and the players succeed if they reach whatever the target point value is. I would classify Influence, Research, Infiltration, and Chases as variations on this basic theme – take something that might otherwise be summarized by one or two rolls and make it its own mini-game.

In the second half of the chapter, there are more niche systems. There’s a leadership subsystem if the players run their own organization and want to play more of a “management” role in running things. There’s a system for conducting one-vs.-one duels. There’s “hexploration”, which amounts to a system for structuring “let’s go off in the woods for a week and fight stuff” play sessions. And there’s even an MMO-like Reputation system, where – to go back to that earlier example — maybe you can’t even get an audience with that Duke unless you’ve reached a point where people know who you are and what you’re about.

If Subsystems was about helping the GM run an otherwise normal game, Chapter 4 (“Variant Rules”) is more character-oriented and focuses more on changing the underlying assumptions of the game. These run the gamut from pretty minor to fairly major paradigm shifts. Want that point-buy system you’re missing from First Edition? We’ve got rules for bringing it forward into Second Edition and making the math work close to the same. Or maybe everyone starts as an unpowered Level 0 beet farmer and does an “origin story” where they feel the call to adventure and decide what kind of character they actually want to be. Tired of the old nine-box alignment? We can go either way with that: we have options to make more gradual spectrums that you can move along as you play, or you can do away with formal alignments entirely and switch everyone to high-level guiding beliefs. There are also instructions for using a “stamina point” system, which anyone who’s played Starfinder will recognize – stamina points come back after each rest, hit points have to be healed. At the crazier end of the pool, there are systems for untying skill proficiency from character level, or for creating FULL two-class characters (as in… all the abilities of both, not a main class with archetype dabbling in Class #2).

The last section is the NPC Gallery. It is precisely what it says it is – it’s a selection of common NPCs one might run into in adventure settings. Palace guards, back-alley thieves, apothecaries and such. These can either be used directly and dropped right into your campaign, or you can use them more as an idea factory or starting point for making your own more unique creations. Or maybe you make your own creations entirely and just use these to “check your work”. It’s not as groundbreaking as the rest of the material, but it’s a handy piece of the toolbox to have.

So there you have it… the Gamemastery Guide. If you’re into this hobby at all, it’s going to be an indispensable reference book for your table. There’s a TON of good information for novice GMs to grow their game, and even veterans can probably use a little help grooming their own homebrew content for the new system. If you’re out of the evaluation stage and making any sort of serious commitment to Second Edition, you’re gonna want to pick this one up.

The Sideshow S1|06: Sick du Soleil

Jason recaps the events from Three Ring Adventure S1|06: A Pox Upon Him!

We’re about a month into the Great Shutdown, and I’ve reached the point where I’m thinking things like “hey, if I ever wanted to shave my head and see what I’d look like if I was bald, now would be the perfect time to try it because I don’t have a webcam for my work meetings anyway”. Cabin fever: ain’t it grand? (But also, the answer is I’d probably look more like Private Pyle from Full Metal Jacket than Patrick Stewart, so that’s gonna be a big no.)

Fortunately, we still have Roll For Combat to carry us along, and this week, we FINALLY meet the druid that’s at the heart of the circus’ woes.

Now, I have some minor complaints to voice. First, the overall setup is turning out to be a LITTLE like Plaguestone: we have a crazy person who wants to take revenge on a town of bumpkins – in that case, it was because of a 20-year-old wrong against Vilree’s mom; this time it’s more of an eco-terrorist out to punish the town for destroying the land. (Explanation forthcoming, I hope.) But that gets me to the second quibble – it seems odd to punish the townspeople by messing with a circus that just happens to be passing through. Wouldn’t you… you know?… (gestures at townspeople)…

The party briefly tries to talk the druid down from the ledge, but then there’s some combination of “let’s be honest, she was always gonna go down swinging” and “Hap kinda broke the stalemate by lighting her on fire” and it’s time to fight. There’s not only the druid herself to deal with, but also a swarm of rats, and a big King Rat. And as a reminder from last time, Darius is already slowed because of the encounter with the cockatrice, so he only gets two actions per round.

One observation I meant to make last week but forgot to mention – I love the flavor of Ateran including unique verbal incantations for each of his spells. It’s a nice little roleplaying touch by Rob. It also gives me a little bit of Old Man Nostalgia, reminding me of the old UItima games of my youth where each spell had a two or three symbol pseudo-Latin name – “An Nox” was Cure Poison, “In Lor” was a Light spell, and so on. Clearly we need to get a webcam on him and see if he’s also acting out the somatic components at home too.

As we get into the fight, one thing I’m noticing: I don’t know if “we” (including Plaguestone because it had a swarm attack as well) have been lucky with our rolls, but Swarms have (so far) not felt as threatening in Second Edition as they were in First Edition. I think part of it is that rather than flat “half damage” or “no damage”, it’s handled as a damage resistance, but the wider range for crits makes it easier to get over that hump. Just an observation; not sure if it’s borne out at higher levels or in larger data sets; maybe we just got lucky a couple of times.

On the other hand, we’re getting a real education in how bad status effects can suck in Second Edition. In First Edition, other than MAYBE CON damage, ailments tended to not be a big deal, and you tended to plow through and deal with them later. CON damage is the only thing that really stood out as something you had to navigate around. In Second Edition, status effects feel a lot more consequential and alter the flow of the fight a lot more.

I have to admit, it was neat feeling the presence of the “audience” for the first time. Black Lodge started a few weeks later, so we haven’t really hit that yet in that show. Though it does come across as Vanessa having some random non-sequitir pop into her head, and then you realize she’s responding to something mentioned in the Patreon channel. But it’s nice to have that extra dynamic of live feedback, which I’ll talk about more from the player perspective, when we hit that point in Black Lodge.

The battle progresses to an ultimately satisfying conclusion, but we’re left with unresolved issues. First, although we now know WHY Myron was killed and the other incidents happened, we don’t really know the truth of the druid’s accusation. Were the townspeople really “destroying the land” or was the druid just a nutjob? So we may need some further investigation of that next time.

But also – the rats managed to bite and sicken most of the NPC circus acts while the fight was going on, which might make it difficult to put on the next performance. Can people do their acts while they’re sick? Can – as either Loren or Vanessa suggested – new acts be recruited and integrated into the show? Can Ateran whip up some potions and make everyone better in time? It’ll be interesting to see how this folds back on the circus part of the adventure as things move forward.

Lastly, we get a sneak preview of everyone’s Level 2 characters – with a surprise shout-out to Brixley Silverthorn (my Plaguestone character, if you didn’t listen to that show), no less. Yeah, OK, they’re making fun of me taking a leaping ability I used a grand total of one time, but still… it’s nice to be remembered. As a listener, it’s nice to see people taking interesting roleplay choices rather than min-max choices – Hap’s going to throw a level of Bard in, and Vanessa is going to focus on leaping skills even if a defensive ability might be of more practical use. I feel like if I’m gonna ride shotgun with a show that’s going to continue for months or years, I’d rather listen to the adventures of a character that stands out as a unique creation, rather than Assembly Line Caster #493. Don’t get me wrong… you can make a fairly vanilla build come to life through roleplay, but an outside-the-box character makes the actual game action a little more unpredictable and interesting.

And as someone who’s played with Steve for several years, he really does reward – or at least not punish – outside the box character development. If you go for something a little weird, he’ll try to find a way to tweak the adventure around the edges so you get to use it and it doesn’t go to waste. He’s cool that way. The only time he’ll shoot something like that down is if it’s in danger of breaking the game, and even THAT, I can only remember him doing once or twice.

Since we’re talking about leveling, and Steve briefly mentioned it, the other thing to keep in mind about all of this is that at SOME future point, Ateran and Alhara will have to convert over from Playtest rules to live rules. They were originally built when they were still playtest classes, but my understanding is the live classes look a little different. So if things get out of whack in EITHER direction, there will be a bit of a “do-over” at some future point.

But that’s still down the road. Next week, we’ll get to kick the tires on the Level 2 characters and sort out the aftermath of the druid’s attack. While you’re waiting for that, 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 1, Chapter 4, House Hunters

Jason recaps the events from The Black Lodge Tale 1, Chapter 4: You Be Heroes!

And just like that, our first Black Lodge game is in the books! I hope you all are enjoying things so far. I have to admit, the shorter stories with more immediate payoff is kinda nice.

We start this week’s episode with something that is likely to become a recurring theme for this crew – the wonderful world of overcomplicating simple issues. OK, except Mister Peepers. Mister Peepers is the opposite of over-complicating things. Mister Peepers is a force of nature.

To briefly back up and look at all of this from a metagame level: Society games are meant to be quick play-throughs. They’re meant for conventions or other sorts of short-play formats, so there generally aren’t going to be a lot of complex dilemmas, double-crosses, and such. In a convention setting, there’s just not time for that sort of thing. So at a meta-game level, Society games tend to be pretty face-value – people and things are what they seem to be on first inspection.

Also, Society games also tend to have a main story and side quests – basically “stretch goals” for the adventure. And this guy seems like a perfect “stretch goal” for the adventure – killing the croc, fully exploring the sewer, and beating the zombie brutes were the main quest. This guy is pretty much the definition of one of those “extra” goals.

So we have a fairly simple dilemma in front of us: we’ve got an undead prisoner, but a fairly coherent one. In a “the enemy of the enemy is my friend” sense, if the Dagonites locked him up, that probably means he’s a good guy. He’s also got 500-year-old information about one of Absalom’s most venerable families to share, which would be fairly valuable to the Pathfinder Society… you know, the folks who sent us down here in the first place.

Now if this were an adventure path, maybe he’s gonna double-cross us and attack us if we release him. But this is a Society game, so… sitting here listening to it, it seems like a no-brainer that we take him with us. And yet we manage to bog that transaction down for SEVERAL minutes before we finally come around to what now seems like an obvious conclusion.

If there’s a silver lining to our indecision, it’s that we decide to finish searching the complex for one last suggestion as to what we should do, and we end up finding the kinda-sorta deed to the playhouse. Which means we could basically give the goblins ownership of the playhouse, which will double-dip positive rep with the goblins – we killed their beast AND got them a permanent home.

After finishing our search, sanity finally wins out, we spring the undead guy, and head back toward civilization. We decide to disguise him using the nasty disguise beret we found, which makes a certain amount of sense. I still don’t know how we’re going to explain the appearance of an extra party member to the goblins, but it’s still to the greater good that he appears to be a normal human rather than a crusty 500-year-old undead. But, if we’re giving the goblins title to their home, are they really going to care? Probably not.

We row back across the cove, navigate back through the sewers and show up to finally find the other party of adventurers that we’ve been expecting to stab us in the back all this time. And they ARE stabbing us in the back, at least morally speaking: trying to take credit for our original kill of the huge croc. For a moment, I still thought this was going to end in combat – especially with Chris and Seth shit-talking the other party – but nope, instead it’s a social encounter to convince the goblins we’re telling the truth, and the deed kinda breaks the tie in our favor. We have a tooth, they have a tooth, but we have land ownership. CHECKMATE! “We be heroes”, as the man says.

So there it is. Team Black Lodge is 1-0 in Society play, and now we move into the post-game. As Steve says, this is something that tends to get short shrift in convention settings – the endgame at conventions tends to be running past your timeslot and someone else needing the room. But we have time to give it a little room to breathe.

First, we have Fame Points and Reputation Points. They’re related but different concepts. The main difference is that Reputation Points are accrued with the various factions within the Pathfinder Society whereas Fame Points tend to be applied within the world at large. It also seems (or at least that’s how it worked in First Edition) that most Reputation rewards are Boons you can slot for individual adventures, whereas Fame Points unlock lesser benefits, but ones you can cash in while a scenario is happening – for example, if you need a sage to translate a scroll written in a different language, you can use Fame Points to find someone to do it for you.

Next, we have downtime. I’m in the middle on downtime – on some abstract level, I like the idea that our characters exist and have lives between adventures. But at least at Level 1, the benefits are barely worth doing it. Especially if you fail your roll and get paid a few copper pieces for a week’s work. Ugh.

Lastly, and this is specific to our show, Steve drops a few hints about the Black Lodge itself through tavern interactions. As we’re doing this, I’m trying to strike a balance – the Black Lodge seems kinda secretive and not the sort of thing we should be blabbing about to total strangers, but as a character, I’ve also been envisioning Nella as a fairly simple trusting sort. (It takes all sorts in Pathfinder Society!) In this case, I was trying to play it close to the vest out of the gate, but once the lady showed that she already knew something about the exploding bird, Nella couldn’t quite bring herself to lie to the lady’s face. At least that’s what I was going for there.

So next week, we start our next adventure for the Black Lodge. New scenario, new special guest, new shenanigans. Hope you’ll come back and join us. 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 week.

The Sideshow S1|05: Teenage Snakeland

Jason recaps the events from Three Ring Adventure S1|05: Snake Eyes.

Welcome back to another week of Talking Combat: Innocent Bystander Edition. The relentless pace continues as we’re up to our fifth and sixth encounters (not necessarily all combat) since the first circus performance ended – poison spores in Myron’s trailer, bear, water mephits, cockatrice, and now dancing grigs and snakes. (Let me know if I’m forgetting any).

The first thing we have to address, even if it’s a little out of order, is Steve’s interesting vocal choice for the snake. Look, I’m not going to make fun of Steve because I can’t do voices at all, except for a really bad Sean Connery. And Ross Perot, which hasn’t been topical for almost 30 years. So I would absolutely NEVER say that it sounded like The Count from Sesame Street and Borat had a love-child. That would be unkind and possibly hypocritical of me.

Steve remarked on it, but I’m going to amplify what he said – I thought the choices in the grig encounter were interesting because they covered a bunch of different scenarios. First, I’m impressed they resolved it without bloodshed: our Black Lodge group probably would’ve just gone running in weapons-hot. But I also appreciate that they each took an approach that worked for their character. We had Darius going with brute force, picking people up by the head (I was immediately struck with the imagery of those crane games they have in Chuck E. Cheese) and rushing the center of the circle through sheer brawn. Ateran went with a knowledge check – fairly standard plan for your designated Smart Person. We had Alhara going more roguelike and attempting to get up high to do some general recon. And then Hap, in some ways made the most interesting choice, using Performance to “go with the flow” and dance her way to the middle.

The situation itself resolves peacefully: it turns out the grigs just want to party and didn’t realize what effect their music was having. But I still wonder – was this coincidence, or did someone send the grigs that way to create more chaos? If the murderer is really a druid type that can control rats and interact with nature, they might have it in them to influence the grigs to say “hey, go party over there”. But things resolve peacefully, and the party gets what we later find out is a potency crystal for their troubles.

By the way, we here at Roll For Combat are HUGE fans of potency crystals. Just want that on the record.

Anyone who was disappointed they didn’t get a fight out of the grigs didn’t have long to wait as the party stumbles on a group of snakes. The battle gets off to a rough start for our heroes as Hap wanders face-first into the minion snakes and loses almost her entire health bar in one shot. Alhara has problems of a different kind dealing with the boss – her best attacks are powered up by panache, but she tanks her roll and just flops in a heap right in front of the Boss Snake. Meanwhile, Darius is still down an action because of the Slowed condition. Things are looking a little dicey for a while, particularly for poor Hap, but the team pulls it together, thanks in part to Ateran blowing his big-gun Level 1 spells and better rolls from the Varus siblings.

In the aftermath of this battle, I have to admit I was really enjoying Loren’s roleplay of Hap, who is out to an early lead as my favorite character. Whether it was the emotional reaction of being attacked by the snakes she normally considered friends, or throwing what amounted to a tantrum at being asked to identify the potency crystal, Loren really nailed the “sulky teenager” vibe. (I should know. I have one of those at home.)

I think one thing I like about it is that it’s a fun but fairly realistic way of making the character unpredictable. “Wild card” characters are one of those things that sound great on paper – there are some great examples in film, TV, and literature of such characters – but they can be tough to do in a compelling way, and if done wrong, can come across as peeing in the punchbowl. An example of the worst case is someone who creates an “evil” character and then interprets that as “do the opposite of what the rest of the party is doing just to get a rise out of people”. “You open the door on the left? I open the door on the… RIGHT!” (And an entire table does a group facepalm.)

I’m going to draw a contrast here between Hap and Mister Peepers from the Black Lodge. This isn’t meant as a criticism of John – it’s just that game is more of a low-roleplay environment and the expectations are different. John is playing Mister Peepers as unpredictable, but since that group is fairly low-roleplay, there’s not really any rhyme or reason to WHY Peepers acts the way he does. It just comes across as random Brownian motion, bumping into things until something happens. That’s fine for that game, but compared to this game, it’s a little hollow. Here, Loren’s managing to take Hap and make her unpredictable in a way that is really relatable – she’s only a teenager, so of course she’s not always going to have the Rational Adult Reaction to situations. I know you can argue teenagers were basically adults in a medieval fantasy setting, but still… kids are kids, they don’t always do what you’d expect in a given situation. I think Loren’s doing that really well so far, and I’m interested to see where she takes it from here.

So everyone’s blown their spells, Darius is still slow, so it’s pretty much unavoidable that a long rest will be coming up soon. The mystery of Myron’s murder is still languishing in the “to-do” column but we’re making some headway, and it feels like we’re nearing the end of the line on the rat tracks, even if it’s just by process of elimination. Hopefully next week will bring some resolution. While you’re waiting, feel free to duck into our ongoing Discord mayhem and let us know what you think of the show. Thanks for listening, and we’ll see you next week.

Talking Tales: Tale 1, Chapter 3, Pocket Paladin

Jason recaps the events from The Black Lodge Tale 1, Chapter 3: Mister Peeper’s Tours

Put another log on the fire and let me sing for you The Ballad Of Nella Amberleaf, The Pocket Paladin.

I know there’s a lot to get to this episode – the ACTUAL champion’s use of a cloth caster as a human shield, Peepers going wandering (again), the general frustration of monsters in Level 1 adventures that have a disturbingly large hit point pool. But I’m going to start with what’s near and dear to my heart this episode – the fact that druids turn out to be stealth undead killers. (At least at low levels. Don’t know if it scales.) I didn’t really factor this in when building the character, but that is…. Good. To. Know.

Now, the channeled burst heal isn’t unique to druids – any divine or primal caster can get that one. Heck, there’s probably even a way to pick up a heal spell with some sort of ancestry feat letting just about ANYONE pull that little trick. But let’s hear it for everyone’s favorite druid spell that can’t possibly be pronounced THAT way… Shillelagh. Originally, I just wanted it for the fact that it’s basically a potency crystal with a one-minute duration: at the time I took it, I hadn’t even seen that it gets an EXTRA damage die against undead. So at least when using it two-handed, that’s a 3d8 attack as a Level 1 character. Hey battahbattahbattah… SWIIIIIIING battah!

If that seems overpowered… well, it’s worth remembering that the undead thing is fairly situational. And as I mentioned, you can only cast it on your own weapon, and only a staff, which imposes a few fairly onerous restrictions. Now, if you were somehow able to cast it on a heavy-armor fighter and have them wade in and smash things and do attacks of opportunity on anything that tried to get past – OK, that would be kinda O.P., as the Young People™ say.

(I can neither confirm nor deny there was about a 10-minute pause here while I researched what it would take to spec up a fighter-druid hybrid that had access to both Shillelagh and Attack of Opportunity. Yeah, the “no metal armor” restriction would get in the way, but it looks like the Cliff’s Notes answer to that question is “4th level” – if you start fighter and multi-class druid, that’s when you can get real spells and not just cantrips; if you start druid and go fighter, that’s when you can get Attack of Opportunity).

OK, let’s set aside the hypotheticals and get back to the action. As usual, the zombie brutes follow the general Pathfinder/Starfinder Big And Tall Rules: lots of hit points, hit pretty hard, but not all that hard to hit either. It’s not clear whether or not they have reach, but it’s probably pretty safe to assume the answer is yes. So it’s basically going to be a race to see if more small attacks can chop these guys down before they get too many big hits in.

The bad guys get out to an early lead, knocking Peepers out and putting a hefty amount of damage on Millicent, since they were the ones that ended up in the front when the fight broke out. Initially, I thought we’d actually be fighting a rolling retreat, chucking Produce Flames at them while we moved back toward the water. But then things start to turn things around fairly quickly. For starters, it turns out slashing damage actually does extra to the big guys. And then Nella and Nixnox roll out the big guns – the three-action group heal not only does extra radiant damage to undead, but also heals Peepers and Millicent. Nixnox even scores a crit, so his heal is – much like a Pokemon attack – super-effective! All of a sudden, a fight that looked like it could get pretty dire seems mostly manageable.

We even have time for a brief moment of levity, courtesy of Mister Chris Beemer. If this podcast goes another 10 years, our armor-clad fighter saying “I’ve got your back” and then hiding BEHIND the person he just said he’d protect will be an all-time classic. Chris has always had a… ahem… self-protective streak, but this was one for the vaults. On the other hand, maybe he meant it literally – maybe Nixnox had some lint on the back of his cloak and Thorgrim was attempting to brush it off.

On the other hand, Thorgrim gets the last laugh – figuratively and literally – by getting the kill shot on the final brute after everyone else did all the hard work, almost prompting a full-group mutiny. OF COURSE HE DOES. Come on, Dice Gods. Don’t reward that behavior!

With all the creatures disposed of, we begin a search of the temple. First, we land a bit of treasure from the main “shrine” area, but nothing earth-shattering – the potion of water breathing actually would’ve been useful for the earlier puzzle of the lockbox at the bottom of the well; not sure the occult medallion does much for anyone. Then… we finish the session with a bit of exploring. I think there’s a general sense the other adventuring party might appear, but so far… just empty, maze-like hallways.

And then at the end, we hear… something. Scratching.

And that’s where we’ll pick it up next time. As always, feel free to stop by our Discord channel or other social media and give us your thoughts on the show. Thanks for listening, and we’ll see it next week.

Talking Tales: Tale 1, Chapter 2, Peepers on Parade

Jason recaps the events from The Black Lodge Tale 1, Chapter 2: Goonies Never Say Die

Welcome to a brand new episode of “Mister Peepers’ Death Wish”. I’m your host, Jason McDonald.

Seriously though… John warned us this was coming, but I didn’t really believe it at first. John has always had an issue with (we’ll call it) impatience and wanting to get on with the action. It even predates the podcast, if we’re being honest. John likes things to HAPPEN. But with Mister Peepers, he’s taken things to a new level and basically built it into the whole character concept. Jump in deep sewer water? Sure. Run down a dark hallway heedless of what might be at the other end? Let’s go. Red wine with fish? Absolutely.

We pick up the action at the close of the crocodile fight. I suppose we could go back up top and collect our reward, and after that crit Chris took, I’m sure most of us at least considered it briefly. But come on… there’s a whole sewer-dungeon here to explore. We’re supposed to be brave adventurers, so let’s be brave and explore.

For the first few minutes, wandering the sewers is proving to be a bit of a dud, and I was even thinking we were SUPPOSED to just go back and get our reward from the goblins. But then… finally… we start finding some new mysteries to get into. The mechanical room ends up being more of a sidebar, but then we find the smuggler’s cove with the sunken boat. I get the feeling Seth (at least) thought the boat was current and the smugglers were in the sewers NOW – personally, I got the sense that the boat was a bit older, but I did get a feeling that taking the boat (or swimming) to the other side of the cove was going to be a necessary next step.  Or just that there would be a second big monster to fight out in the water.

Next, we have the near-miss with the other adventuring party, aided and abetted by what I’m now referring to as “Peepers Mode”. I’m still trying to figure out what’s going to happen there. I agree with Seth’s assessment that if it was just about killing the beastie, they would’ve turned back. They’re down here for a reason. Are they down in the sewers to find anything specific, or are they just down here looking for treasure? (OK, The Plot Gods are telling me a sewer under the current poorest part of town would be an odd place to look for treasure, but let’s let that pass for the moment.) And OK, at some point, are we going to have to fight them? Buuuut… by the time we come back in force, they’re nowhere to be seen, so table that for another time.

While looking for the other group, we find the next side puzzle, the “well” with the lockbox at the bottom. And here’s where we get a little “oh no, there’s two of them”, as Chris joins John in the Impulse Control Olympics and swims down to the bottom of a 15-foot pool. I’m worried that this is going to be a recurring danger – John is going to “Peepers Being Peepers”, but then Chris is going to match him in outrageous behavior and then we have two loose cannons on our hands. And then I’m going to develop stomach ulcers and start losing my hair prematurely.

So Chris goes down to the bottom and we have some momentary drama as he briefly gets caught down there. But the drama is short-lived as he immediately rolls a crit and breaks free. And thus returns to the surface with our some legit treasure, and a hint of plot in the form of a note. (How a note survived at the bottom of a tidal pool inside a sewer… you tell me.)

As a random aside: I’m actually SCUBA certified in real life (my daughter needed the cert for a class trip, and I decided to take the classes along with her), and the bends would be really unlikely to be an issue at that depth. You certainly do notice the pressure, and it’d be hard to hold your breath for long at that depth, but the risk of the bends is generally pretty remote until you go down 30 or 40 feet. Roll For Combat: entertaining AND educational!

Lacking any more map to explore and having lost track of the other adventuring party, it finally becomes time to take the boat and investigate the other side of the lagoon. Where we find… wait for it… an Evil Temple! It always seemed like there was going to be more than one croc to deal with; I thought it was going to be the other adventurers, but this will certainly do. (Unless, as Seth is suggesting, the two concepts merge and the other party are cultists of this particular religion. Is “Dagonites” the proper usage?)

And as the episode ends, we explore the temple a little. At first, there’s not much here except creepy unsettling artwork and a general foreboding atmosphere, but we eventually come across something to fight. And it’s NOT the other adventuring party. (Kinda wish it was, in retrospect). Instead, it’s two BIG undead types that almost certainly have reach and look to be at least as formidable as the croc that nearly killed Thorgrim in the first fight. So I guess we have our work cut out for us next week.

So next week, we get to see if we can fight our way out of this. While you’re waiting for the next episode, feel free to drop by our Discord channel or other social media and let us know what you think about the show. Thanks for listening and we’ll see you next week.

The Sideshow S1|03: Rats on the Run

Jason recaps the events from Three Ring Adventure s1e03: Plants Are Evil.

We start this week with an unfortunate “show note” as the news of PaizoCon’s cancellation is flying around as I’m writing this. Obviously, everyone’s gotta do what they can to stay safe and healthy, and it wasn’t totally unexpected, but still… disappointing. I hadn’t decided on whether to attend yet, but still… it’s a fun time and I know a lot of you were looking forward to it. Pour one out. Maybe we’ll see if we can do something cool Memorial Day weekend to make up for it – dig the original blue-box D&D out of mothballs and run a session of that or something. Dibs on “FIGHTING MAN”.

The other small show note is that it looks like the two new shows (and therefore the two Talkings) are going to settle into the timeslots occupied by their predecessors. So Three-Ring will run Tuesday with Talking Circus on Thursday, and Black Lodge will run Friday, with Talking on Monday.

So let’s get to it. I wanted to start this week with a brief follow-up on something I wrote last week. Last week I noticed that all three of our “main” adventures started with the investigation of a murder as the inciting event that got things rolling. It’s not meant as a criticism; more marveling at the coincidence that we happened to pick three adventures that all had that same plot hook.

Well, it turns out – as one of our listeners pointed out via email – the coincidence runs even deeper, as all three murder victims were dwarves! So first, a tip of the cap for connecting those dots. But also… OK, Paizo, what do you have against dwarves? It’s almost pathological. Paizo’s dwarven NPCs clearly need to unionize and demand a safer workplace.

Back to our story. We rejoin the action in the aftermath of the circus’ first performance. First, we have a quick pit stop to get paid and interact with the circus folk, and each party member gets 5g for their trouble. On one hand, 5g for one night’s work is pretty good money (especially at Level 1), but it’s important to keep in mind some portion of that is based on getting a perfect performance, so a “normal” payday might not be that high. (We also don’t know if any of that money is going to have to go back into the circus, or if that’s what the rest of the money is for.) I also enjoyed the interaction where Darius gave the rousing speech to make everyone feel better, and then Ateran almost immediately kills the mood Darius was building by suggesting they’re all going to get eaten by rats while they sleep. Well played.

Once the circus troupe is sufficiently scared, it’s time to start investigating. I was a little surprised they didn’t talk more with the snake lady since Myron was bitten by snakes, but instead, it’s time to follow the rat tracks. (Aside: you just KNOW this is going to lead to a swarm fight at some point.) Hap is playing the Nancy Drew role, Darius and Alhara engage in some fun sibling banter, and we learn Ateran has a deep but not fully explained suspicion of all things druidic. Make a note to come back to that – I sense there’s a weird story there. Unfortunately, the rat tracks don’t really provide much clarity, as the tracks lead to Myron’s own trailer. They certainly don’t lead to a neon sign that says “MURDERER LIVES HERE”.

Although… (breaks out the murder-board and a brand-new ball of string)… unless we have TWO plots running simultaneously. We’ve been assuming one druid is controlling all the animal-related shenanigans. But what if?… the ringmaster was controlling the rats and trying to sabotage his own circus, but then someone found out and offed him with the snakes? (Remember, I’m the one who spent half of Plaguestone thinking Noala was a plant working for the other team.)

Well, put a pin in that. They get to the trailer and Alhara gets to break out her Rogue-Lite skills and pick the lock, but that just sets the stage for Darius to eat a face full of pollen attacks. Oops. It’s a short fight because the plants aren’t very tough and have a long recharge before they can attack again, but Darius takes an annoying amount of damage in the process. Poor guy can’t catch a break. The fight is an easy win and reinforces the idea that a druid is involved in the shenanigans since the plants can be grown in a couple of hours. (And in the process we also get a thinly-veiled allegory about the dangers of vaping.)

As an aside, when it comes to the debate about Mountain Stance, put me down for voting that ground should be interpreted as “as opposed to flying or swimming”. Two main reasons. First, stances are not explicitly “elemental” – they’re supposed to be evocative of things. Crane stance emphasizes sweeping defensive moves, dragon style emphasizes kicks, mountain emphasizes standing your ground in one place. But also, it feels like the stance imposes enough other restrictions – you can only make falling stone unarmed strikes, you lose movement speed, and you lose your DEX bonus to armor class – that “you can only do this on natural earth” would make it so situational it’s almost not worth the trouble.

Once the fight is over, Darius gets his second batch of heals of the session, we have a brief search of the trailer and some history of the circus, and that’s basically where we end for the week. It turns out there DOES seem to be a path forward, as it’s implied the rat tracks continue elsewhere – I misunderstood and thought Myron’s trailer was the final destination those – so I guess next week we’ll do “Rat Tracks, The Sequel”. Until then, feel free to drop by our Discord channel and let us know what you think of the show so far. Thanks for listening and we’ll see you next week.