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Talking Plaguestone 31: Come Up to the Lab and See What’s on the Slab

Jason recaps the events from Roll For Combat: The Fall of Plaguestone, Episode 31: Firecat vs. Firerat.

We start this week with a new rules dispute, but one that – for once – I’m not the center of. Whew.

This time it’s Cade’s Nimble Dodge, which in addition to getting a callout in the show notes, is also sparking a lively discussion on Discord. If you read the rules (page 183) the trigger for Nimble Dodge is “a creature targets you with an attack and you can see the attacker”. So it’s when you’re attacked, not when you get hit. So basically it’s a +2 to AC once per round – and if the enemy rolls an easy miss or an easy hit, you “wasted” your ability.

One thing that’s complicating the issue, per the Discord conversation, is that it’s a little inconsistent when it comes to monsters and NPCs – there are some monsters that have the same Nimble Dodge the rogue has, but you have other enemies (one of our listeners mentioned the Drow Rogue) that can use the Nimble Dodge after they’ve been hit.

Maybe it’s because I’m less personally vested, but I always felt like the ability to auto-negate an attack if it’s on the borderline of hitting seemed a bit overpowered anyway. If it’s something you can do once per round; it’s probably not meant to be hugely game-changing. Also – this isn’t necessarily a criticism of Rob, but there’s probably ways to mitigate it with tactics; fight so that your party’s rogue doesn’t end up taking shots from 2 or 3 enemies.

I’m also going to give you a mild spoiler – since we’re just discovering this now, we never really “fix” this. I don’t remember how many times, or even if, Cade uses it again, but we’re probably going to be stuck with the wrong interpretation because we’ve already wrapped.

On the bright side, we FINALLY get my champion ability correct this week. See? Not trying to be smug, but a few weeks back I grumbled that I remembered a conversation where I was getting it right, and people tried to talk me out of it… turns out that was THIS week. I’m not going to regurgitate the previous discussion that it feels like we’ve already had four or five times, but I’m going to take a second and talk about the unsung hero of that ability – the immediate Step action. First, in the case of these alchemical drudges, it’s an automatic rescue from standing in the acid pools. But more importantly, was something Prue hinted but we didn’t do – you can use that Step action to disrupt an enemy from performing multiple attacks. If an enemy used Action #1 to close and Action #2 to attack, that Step lets you steal that follow-up attack, as long as the enemy doesn’t have reach. Instead, they’d have to use Action #3 to re-close the distance. Honestly, I’ve been so focused on the damage mitigation that THIS is something I wish I’d been paying closer attention to. How much damage could I have stolen by moving my teammates out of range?

I have to admit I had kind of forgotten about the weirdness with the map dimensions. It did seem odd that all of the major features of the room – the fire-rat, the dwarf in the tank, the alchemical benches – were described as if they were normal size, but the supposed scale of the map implied that all the furniture would have to be huge. I’m not going to complain as a game mechanic because if it was a mistake, it impacted both sides equally. If we had to use extra moves to reach them, they had to use extra moves to reach us. But it was a little… disorienting, I guess?

The fight itself was shaping up mostly as business as usual – we had fairly good luck hitting the fire-rat through its smokescreen and alchemical drudges are a known commodity after we fought the ones upstairs. I do wonder how calculated it was that the encounter led with the fire creature; it does start to feel like maybe Buhlman was trying to lure someone into popping the fire resistance potion before throwing a bunch of other damage types at them. But if that was the case, it feels like the rat should’ve been more formidable.

But then… the amalgam. Yikes! That’s going to be a bit of a challenge. Big means it probably hits harder than any of us do. Big means it probably has reach. Gut says it’s going to have some resistances – I have nothing to back that up, but we’re at the level where bad guys start to have those. And it’s got that howl that adds status effects to the mix. If there’s a glimmer of hope here, it’s that its first move wasn’t very fast… it only advanced about 10 or 15 feet. So there might be a possibility that it’s slow and maybe we can kite it a little bit. Having said that, this isn’t EverQuest: I suspect at some point we’re gonna have to go toe-to-toe and trade shots with it.

Beyond that…. Not gonna lie, I’m also still worried about those dwarves (and presumably poison gas of some sort) in the tanks. Releasing those seems like that little added extra “Oh you think you have this under control? Well, what about THIS?” moves Paizo likes to pull. And, one can assume someone opened the cage for the creature – Vilree? The orc archer? There’s another possible add. So maybe the Big Boy is the centerpiece of this fight, but maybe there’s even more hijinx.

But we’ll have to find that out next week, won’t we? While you’re waiting for next week’s episode to drop, feel free to pay a visit to 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!

Talking Combat 124: Head Like A HAL9000

Jason recaps the events from Roll For Combat, Episode 124: More Machine Than Man

As promised for a few weeks, this is the episode where things start to get a little shaky. And while John may be totally cool with a party-wipe to end this thing, I want Tuttle to live. I’m stubborn that way.

The very mild good news of this episode is that we finally beat down the remaining adds, and I got the other door locked so either no more adds will show up at ALL, or they at least have to take the long way around to get to the bridge. So now it’s just us and the Big Bad.

Unfortunately, that’s going wrong in just about every way imaginable. And the hidden reason is the boss doesn’t have to beat the whole party to put us in an unwinnable situation, he just has to beat our top two guys. It’s like losing the queen in chess – the game’s not OVER if the other side takes your queen, but it gets a lot tougher to win.

Right now Akiro is the only one who can see the boss, and he just got hit with that Rewire Flesh spell, which is proving to be NASTY, for reasons I mostly went into last week (Cliff’s Notes: no action needed to sustain + save only does half rather than removes it). As this episode ends, I think he’s out of stamina and into meat. And also running low on spells. Mo, who is our best overall damage-dealer, is chugging potions to stay up because he took the brunt of the damage from tanking the adds. He’s also flat-footed and mute, adding an extra layer of difficulty. And now we find out the boss has some sort of fast-heal. Lovely.

To return to that chess analogy, Mo and Akiro are the queen and a rook. If they go down, we gotta find a way to win with a knight (Hirogi – can do big damage situationally, but the boss is likely to save against his trick attack) and a couple of pawns (Tuttle and Rusty). So THAT’S the urgency – in a few rounds, we might “still” have three guys up, but it’s likely to be the wrong three guys.

I wanted to address some of Steve’s commentary about retreating and waiting for the spells to run out. I can only speak for myself, but I felt like we were doing a lesser version of that. Maybe not a full run-and-hide, but if we could get the adds down and just make it us vs. the boss, we could maybe spread out around the room, try to get some people healed up, and wait until the invisibility broke. If there’s one saving grace about fighting this boss, it feels like it’s not wired for big bursty damage. It’s not some melee who’s going to run in and full-attack for 50 points; it’s just going to bounce around the room lobbing fireballs (several of us have DR vs. fire) and chip away at us, and wait for that DoT to take Akiro down. The DoT doesn’t seem to be going anywhere whether we flee or not. And those corrosive hazes move slowly, so they should be easy to avoid. So the real trick is to not bunch together and give up 2-3 characters’ worth of explosive blast damage at a time. Admittedly, that’s a little more difficult when we’re trying to pass potions between us, but it’s not unworkable.

So it’s not a full tactical retreat, exactly. But it is a strategy of trying to minimize the boss’ strengths long enough for the battlefield to equalize a little. To metagame a little, we’re on round 9 or 10, and a boss is going to be at or above the level of the party, so 13-15th level, maybe? Maybe with all of these adds, the boss might be a little lower? Optimistically, we only have to wait it out a couple more rounds.

The thing we don’t know is whether it has a second cast of greater invisibility… if that happens, I don’t know WHAT we do. Die gruesome deaths, probably.

While we’re talking about invisibility, I did want to offer a mild rules-lawyer on that invisibility, in particular how it interacts with the corrosive haze. Even if you’re invisible, your interactions with objects in the world are not. If you open a door while invisible, people see the door opening. If you threw a sheet on top of yourself while invisible, people would see the sheet just fine. So I feel like there ought to have at least been a CHANCE to see the outline of a person in the corrosive haze – even if it was a really high-DC Perception roll or something. Think the Predator effect from the movie. Then again, to give Steve’s interpretation a fair hearing, a fine mist isn’t walking through a waterfall or even rain; it’s microscopic. If it’s a foggy day, can you really see individual droplets of fog displace when someone moves through them? We’re not living in the Matrix here…

So that’s where we end this. I feel like there are still possibilities for pulling this out, but we gotta come up with something that at least changes the nature of the fight. And for me personally, I should be trying to make Tuttle as inviting a target as possible. I don’t have a taunt ability, but honestly, for these next few rounds… I’m wracking my brain for a way to get the boss to focus its attention on me. I’m probably the least useful offensive character, I haven’t taken much (any?) damage, and I even have DR10 to fire if I have to eat a fireball. I don’t want to die exactly, but if it helps the team regroup, I should be wearing a sign that says “HIT THIS MOUSE, WIN A STEAK DINNER!” or something.

And guess what. I have an “or something”. But you’ll have to wait until next week to hear what I come up with. While you’re waiting, feel free to drop by Discord or other social media, let us know what you think of the show, and join the ongoing merriment. Thanks for listening, and we’ll see you next week.

Talking Plaguestone 30: Averting Cat-astrophe

Jason recaps the events from Roll For Combat: The Fall of Plaguestone, Episode 30: Baby Shark.

This week’s episode features a battle against an old nemesis…

(record scratch)

(pushes glasses up on nose)

At the risk of being tedious and pedantic, that’s actually a mild spoiler. We never actually SAW the person shooting at us from the tower in the initial courtyard battle, so we probably shouldn’t really know it’s the same person. Though, how many elite orc archer types can one castle have? Whatever… we’ll pretend we recognize her by her fancy bow and move on I guess.

On the other hand, I guess that finally puts my long-running “Noala is an enemy plant” theory to bed. I very briefly thought that “enemy archer” was “Noala is actually Vilree’s lieutenant and snuck into the enemy camp while we were preparing”. But now we’ve got an orc archer on our hands, so consider that idea formally retired.

The single biggest development this time was the almost-death of Ember.

First, I’d like to point out that if you’re listening to both of our shows, this happened within a few episodes of losing CHDRR in the Dead Suns game, so… amusing coincidence, but it’s been a rough month for my poor pets. This does mean I’ve already mentally decided that whatever we play next, no pet for me. No animal companion, no familiar… just me.

Second, I’d like to point out that I was specifically holding Ember out of the battle because I remembered her being vulnerable to either water or ice (couldn’t remember which one, and couldn’t find the stat sheet for her as we were playing). So I swear I was TRYING to keep her safe. But then the shark retreated toward her and it presented a prime opportunity to flank, which was just too good to pass up. And frankly, if the brine shark hadn’t critted, it would’ve been fine and we’d have been in fine shape.

As far as the ruling, it actually looks like it’s NOT GM discretion; It looks like companions are subject to the same rules as the characters. Quoth the rulebook (page 459):

Player characters, their companions, and other significant characters and creatures don’t automatically die when they reach 0 Hit Points. Instead, they are knocked out and are at risk of death. At the GM’s discretion, villains, powerful monsters, special NPCs, and enemies with special abilities that are likely to bring them back to the fight (like ferocity, regeneration, or healing magic) can use these rules as well.

So it’s not even GM discretion… Ember lives! Which is a relief on multiple levels. Tactically, I’m already down a shield, I’d hate to also lose my fire-cat too. Having my character functionality slowly whittled away on the way to the final battle is kind of a drag. But also, I’d hate to have gone through all that trouble to get this cool, fairly unique mount, and then have to trade it in for a boring old horse. No offense to horses in the abstract, but… come on.

While we’re talking rules… I agree with the consensus that it still feels a little silly that alchemical flasks are a martial weapon. I mean… if someone broke into my house right this minute, I could PROBABLY figure out the mechanics of picking something up and throwing it at the intruder. Having said that, allow me to make the other side of the argument. First, on a game mechanic level, it’s an easy way to make alchemical bombs something that alchemists do well – make it a preferred weapon and a class feature, easy-peasy, they’re the designated bomb-tossers. But if you want something that works more in-game, one could argue that the skill is not the throwing, but judging of distances and blast radiuses (radii?) on the fly to be able to accurately put a bomb in the right place in the middle of a firefight. (Also allowing for movement, as everyone’s turns within a round are supposed to be happening semi-simultaneously.) Going back to that previous example, yes I could pick something up and throw it at an intruder. Could I pick up a grenade, figure out where to throw it to hit the intruder but not hit my dogs, while the intruder is coming at me? Maybe that IS a martial skill.

Of course, it’s no skin off my nose. I’m trained in martial weapons, so more fun for me.

As we reach the end of the session, we head to the bottom of the stairs and are presented with the classic RPG dilemma – we’re mostly out of resources, and what we were all hoping was a final room is really an entire additional section of the complex. (Even without Steve zooming the blank map out, we could see two corridors and two or three doors just from where the stairs let out.) So what do we do? We’ve got to assume both Vilree and the orc archer are down there somewhere – so that’s at least two formidable opponents – and maybe even some additional minions too. We simply don’t have the resources for that, but there are ALL sorts of hints that waiting too much longer would be bad for the town.

At the end of the day, you can’t help the town if you’re dead, so I guess we’re stopping to rest. It just doesn’t feel very heroic. You don’t see Superman popping off to the Fortress of Solitude for a nap halfway through the story. (Except for Superman 2, where he kinda does. Maybe not the best example.) But it’s just one of those unsolvable “problems” of any RPG system – as a game mechanic, you have to set the refresh on resources to SOMETHING. If you make it too easy to recover resources, the game becomes trivial and you lose a sense of accomplishment. If you make it too hard to recover resources, you end up with a lot of stories that end in unsatisfying character deaths. So you gotta pick something and just hope that it matches up pretty well with the story beats the majority of the time.

So… long rest it is. Next week we tackle the basement level, hopefully, find Vilree, and also hopefully aren’t too late to save the town. 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 Combat 123: Resistance is Futile

Jason recaps the events from Roll For Combat, Episode 122: You’re Locked In Here With Me!

We start this episode with an act of SUPREME BETRAYAL AND TREACHERY!

Yes, I’m talking about the fact that The Voiceover Guy no longer says “and his drone CHDRR!” when introducing me. What the hell, man? We’ve still got five people coming out of the basement and onto the Internet instead of six, but you had time to do CHDRR dirty like that? I’m lodging a formal protest with… well, whoever one lodges those sorts of protests with. The World Court at The Hague? Judge Judy? WHERE IS MY JUSTICE?

Sorry… rant over.

At any rate, after two weeks of “we got this”, here’s where we finally reach the “maybe we don’t got this” portion of the fight. It hasn’t gone bad yet, but it feels like it’s teetering on the edge of bad.

The main thing is that the lion’s share of our damage has gone onto the two biggest damage dealers, so if they drop, the rest of us don’t have the firepower to take the boss out ourselves. (And in fact, we can’t even SEE him.) Mo and Akiro are the big guns – we know this. Hirogi is pretty good when he lands Trick Attack, but if he doesn’t land that, his damage output becomes kind of ordinary. Rusty and Tuttle though are pretty much support characters. If we have to take something out… well, maybe we should just let Rusty try to talk us out of it at that point. Or swear loyalty to the Corpse Fleet and ask for Australia as the price for our help. (Sorry… Gene Hackman turned 90 recently, so he’s been on the brain.)

In a normal battle, we’ve found ways to spread that out a little so the enemy “wastes” some of their damage on me and Bob (another way in which CHDRR might have been useful – clogging lanes and soaking up attacks). Or at least it’s one Big Bad Squaring off against Mo and the rest of us chop down adds. In this combat, the three of us really haven’t been getting hit, except by the secondary damage (the acid sphere or standing too close together and getting caught in an Explosive Blast).

And that’s the other thing that stands out about this fight. There’s a lot of “extra” damage being brought to bear. Explosive Blast isn’t a lot of damage at this level, but it hits multiple targets. Basically the equivalent of endless grenades. The acid damage isn’t a lot of damage, except that it gives you a 10-point kicker even after you’ve moved out of it.

But the poster child for that is the Rewire Flesh spell. Again, 3d6 per round isn’t a huge amount of damage in any one roll. But it’s a nasty little bugger because it’s basically free fire-and-forget damage for double-digit rounds. There’s no action needed to sustain it. A save only halves it; nothing short of Dispel Magic negates it (and I wasn’t paying close attention to Chris’ rolls, but the save seemed like it was in the 15ish range). It’s internal damage, so any sort of externally-focused damage reduction is useless. So even if the “average” damage on the spell is only 11 or 12 points per round, that’s a constant drain while the caster can go on about his business casting other nastiness. To which Chris is also now more susceptible because he moves slower and is flat-footed. That spell didn’t really leap off the page when I first looked at it except that it had gnarly “flavor”… now, I’d be hard-pressed to roll a caster that DOESN’T take that.

And then there’s that other door. I hinted at doing so last session, but this time I really am going to go lock that thing. I have nothing guiding that decision beyond a) general symmetrical dungeon design, and b) the fact that we really can’t handle another round of adds. We have to start making a dent in the boss. Since we’ve already seen the admiral, the captain, and their Mister Worf (Gatecrasher), I don’t feel like there would be a boss-level monster in the other room, but even another helping of undead monks would arguably push us past our limits. If we’re not there already.

Now, as Seth points out, they might still be able to go back out into the main lobby and re-enter through one of the other doors, but… first things first. If it becomes a race to lock the other sets of doors, I think we can win that one because there’s two of us and we’d have the shorter route to the remaining inner doors.

I don’t know how I feel about Steve giving us such an overt hint about the See Invisibility ampule. There’s probably some absolute level where he probably shouldn’t have done that. If we didn’t study our characters well enough, that’s on us, and if we die… I guess we die. But I do think it’s worth mentioning that this fight was being recorded during the holidays, and there was a two or three-week break around Christmas. So it really was more than a month since we had gotten that piece of loot, so maybe the little hint was warranted. I suppose that’s for you as the listener to decide – cheesy or not? Though for the moment, it isn’t cheesy until we benefit from it.

As we end this week, the adds are down or pretty close to it. If I recall correctly, there’s still one undead monk that’s been hit for at least 100 or so damage, and there might still be a second add whose overall status I’m a little fuzzier on, but that’s it. If we can get those guys down and start working on the boss as a team, there’s still a window to win this. Not to metagame too overtly, but if he’s a caster, that should mean he has fewer hitpoints than your average Big Bad. But it’s going to be a race against time, and that’s where we’ll pick it 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 Plaguestone 29: Puke The Site From Oribit

Jason recaps the events from Roll For Combat: The Fall of Plaguestone, Episode 29: Here Comes The Drudge.

We start today with a bit of a show note. Last night was supposed to be a recording session for us, but things came unglued because of technical difficulties – like… three different things one right after the other. Clearly someone stole a monkey-god idol they weren’t supposed to, and we all ended up paying for it. IT’S THE CURRRRRSE! (Cut to a close shot of the idol, lit with ominous shadows, with tinkling discordant piano notes.)

And yet we still had a blast because we just sat around and BS’ed about stuff. (Well, it was less fun for Steve because he was mostly down in the electronic boiler room trying to fix things. But the rest of us had a grand old time.) The reason I’m mentioning this is to offer a little reminder that it can be fun to get your gaming group together for a non-gaming session every once in a while. The game tends to impose roles, which sometimes puts us in boxes. Most obviously it separates the GM from the rest of the table by placing them in the role of rule interpreter and captain of Team Monster, but even within a party, people can start to get a little locked into the roles they play in the group. The healer ends up subservient and follows the lead of other players; the face of the party tends to dominate conversations, things like that. Setting that aside and just enjoying each other’s company for an evening is the sort of thing that keeps a gaming group together over the long haul. I highly recommend it.

(Though I’ll also be honest: the new Fire Emblem Three Houses DLC dropped last night mid-session, and I was sorely tempted to feign some “technical difficulties” of my own and go play that. MUST MEET THE SEWER CHILDREN! But that’s a whole other blog. In answer to the obvious questions: “Golden Deer, even though I think Claude is kind of an asshat” and “Petra”.)

OK, uncharacteristically wholesome digression over… time to kick some alchemical drudge ass!

This was one of those fun fights because the acid pools created an element of challenge that was interesting without being overly punitive. Yes, the squares of acid made movement tricky – at one point, the board looked like a half-finished game of Minesweeper. But as long as you didn’t end your turn in one, there wasn’t any real consequence, so it mostly just involved planning your moves carefully.

For an example of “too punitive”, there’s a room in the Emerald Spire where it’s complete (magical) darkness AND difficult terrain, and you’re facing bad guys (orcs or kobolds or something – it’s a low-level encounter) who can see just fine. Some of whom are archers. So you’re wandering around bumping into stuff, hoping you find someone to attack, while they’re shooting you to pieces. That’s an example of being challenging without being particularly fun.

This also strikes me as a fight that really works because of the way Second Edition has limited attacks of opportunity and opened up the battlefield. Put this same fight in First Edition for a second. Then you’ve got pools of acid everywhere, but if you try and escape them too aggressively, you’re choosing between guaranteed acid damage or eating attacks of opportunity. So… “damage” or “also damage”, and we’re back to “challenging, but not fun”. But in Second Edition, it flows much better.

One interesting outcome was that the flow of combat put Prue on a bit of an island. When the fight first started and we didn’t know what the drudges could do, Prue decided to charge further into the room to get in the drudges’ faces. As you do when you’re a front-line fighter. Get in faces, beat ‘em down. But then the drudges started spitting acid, and the rest of us tended to retreat backwards whenever we were standing in acid. So eventually, we had a mini-lake of acid with Prue all by herself on one side and the rest of us on the other. Also, we kind of gave them control of the main choke-point on the battlefield, the doorway. Oops.

The other thing you might have noticed is it mostly took Ember out of the fight, but that a conscious decision on my part. Once I realized that movement was going to be a key component of the fight, it dawned on me that running out of moves and potentially leaving me or Ember standing in acid was probably a worse negative than the positive of any additional damage she could do. (Also, at least early in the fight, the doorway made a natural chokepoint and just getting her into the action was going to be difficult.) If things got dire, I would’ve brought her forward, but as long as we were in reasonable control of things, I figured I’d just let her sit this one out.

Cynically, I also enjoyed this fight because I didn’t get any of my rules wrong – I didn’t use Lay on Hands, and I got Liberating Step right (for the most part). Now to be fair, some of that came about because of Prue’s choice to run into the room: she was out of range of either of those effects, so I didn’t have a CHANCE to screw it up. But we may also be catching up to the point where we actually realized we were doing it wrong and started doing it correctly. Though having said I did it right, there might have been a lost opportunity to do it BETTER. Liberating Step also includes giving the ally a Step as a free-action: as I’m re-listening, I’m thinking there might have been opportunities to use that to not only block damage but to be more clever about moving people out of the acid. Ah well.

And then at the end of the fight, I had almost forgotten about The Leap. That was literally me being a knucklehead for the sake of using a feat that a) I had never used and b) my teammates had made fun of me for taking. So even though it was only 10’ of acid and I could’ve just run through it and ended my turn on the other side, I wanted to try my leap just to say I did it. The DC of the check was pretty low – single digits, I believe – but the universe being the Great Equalizer that it is, I fully expected to roll a Nat-1 and faceplant into the acid. If that had happened, I TOTALLY would’ve deserved it. But no… I finally get to be Brixley the Bullfrog.

And that’s where we end the episode. Drudges dispensed with, new areas to explore, and since this is more of a workshop area, this feels more like the right way to go to find Vilree. And that’s where we’ll pick it 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 Combat 122: Admiral on the Bridge

Jason recaps the events from Roll For Combat, Episode 122: You’re Locked In Here With Me!

Well, we found the boss. Or, maybe more accurately, the boss found us.

Up to a point, this fight has been going pretty well. I didn’t like losing CHDRR so early, but he did almost 100 points of damage in his swan song, and we actually made pretty quick work of the initial force opposing us (Gatecrasher plus the two monks). Plus, it was a cool storytelling moment.

But… now we have a flying invisible caster to deal with, who’s basically Mirror Universe Akiro. Which is probably the one thing our group doesn’t have an easy fix for. Mo (in particular) is great at stand-up fights – if he can see it and hit it, he can kill it. But so far, Akiro is the only one who can actually see the Big Bad, as see invisibility only works on himself. As one of our listeners pointed out on Discord, we do have a see invisibility spell ampule (basically a potion) we got in the last fight, but for now, we don’t remember it (and I think it’s in Akiro’s possession anyway.. the one guy who doesn’t need it).

I’m going to at least partially plead scheduling on this bout of forgetfulness – at some point during this final fight, we broke for the holidays, and didn’t play for like 2 or 3 weeks. So part of it is as simple as we forgot about the ampule because of the long layover. And/or we got that ampule right at the end of the session when people were starting to mentally pack it in until next week – the “cool” treasure was the four items in the display cases, and the ampule just got overshadowed.

Interestingly, there’s a rules-lawyer I should’ve thought of but didn’t think of until I was re-listening later: the Stinkeye. Just as a reminder, Tuttle has temporary Sense Through Vision (basically X-ray vision) in one eye as an after-effect of using the Stitch Spider. At first I thought I could’ve pleaded that Tuttle might detect a difference in density – that his Sense Through was going through additional material in the spot the lich was in – that maybe might merit a chance to see the edges of the lich or something.

So I went back and read the text of the effect, and it’s actually blocked by “energy fields and sufficiently dense materials”. So, missed opportunity or not? It SPECIFICALLY mentions wall of force, so if I had used the Stinkeye, I would’ve actually seen the wall of force in a bit of reverse X-ray vision. More importantly, it’s also blocked by “force fields that grant temporary hit points”, so if that lich had any sort of shield on him, that might also have blocked my Stinkeye and given me… I don’t know, a lich-shaped negative-space outline? Or, would any of his other spells have tripped it? Granted, if I’d been able to see him, I still wouldn’t be able to do much except wimpy gun damage or chucking grenades at it, but it’d be better than nothing.

(Checked with Steve. He said no, the lich didn’t have a force field. So… wouldn’t have mattered. But I thought it was an interesting digression.)

Meanwhile… reinforcements arrive from the Ready Room, including the named vesk captain Mo has heard of. Again, not an insurmountable bunch, but it ratchets the challenge level up a notch or two, and we probably need to take care to split them up so they’re not all pounding on Mo. The real danger here is that paralysis effect – remember from the train station that paralysis = free coup de grace’s, and that could turn this fight into a shitshow in a hurry. Still, some good saving throws here, a timely crit there, and we’re still hanging in there.

Speaking of good saving throws, I snuck a look at the rewire flesh spell the boss cast, and it’s nasty stuff: 3d6 damage each round (save for half), flat-footed, half-speed, and a -2 penalty to DEX saves. And one round per level so… I dunno… 13, 14 rounds? If/when I get around to playing a Technomancer, I’m definitely grabbing that one.

The arrival of reinforcements from the back left also brings up the possibility that reinforcements could come from the back right door as well – hello, symmetrical “dungeon” construction! Depending on how the flow of the fight goes, I’m going to burn a round or two to run over to that door and try to seal it so bad guys either can’t go in at all, or AT LEAST have to go around the long way and give us a few more rounds to dispatch the current batch. I’ll wait to make sure Mo has things in hand, but sealing that door might be a more effective use of my time than a few rounds of Pew-Cubed.

This brings up a meta point about the blog itself. The next few episodes represent an interesting writing challenge because we begin and end in the same battle. Which is not to say there’s not interesting stuff in each segment, but there’s a potential for overlap and repeating things. There are going to be callbacks to previous parts of the fight, and there may even be a few places like this where I talk about strategy for future parts of the fight. No overt spoilers, but a little bit of “here’s what I was thinking of doing next at this point in the fight”. I just wanted to acknowledge that the blog will be a little fluid about episode boundaries, but I’ll try to avoid spoiling anything outright.

So we end Fight Night, Round Two in roughly the same place as before – pretty good shape on the adds, NO plan for dealing with the boss, unless Akiro can somehow solo him. If you want to delve into the metagame, greater invisibility lasts one round per level so if we wait him out and can stay alive… 13, 14 rounds… we might get a target to shoot at. But that’s easier said than done. Hope you’ll rejoin us next week – you stuck with us two years, don’t leave now! – and see how this goes. 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 final fight so far. Thanks for listening and we’ll see you next week!

Talking Plaguestone 28: Uninvited Guests

Jason recaps the events from Roll For Combat: The Fall of Plaguestone, Episode 28: Halfling Trap Detector.

The theme of this week’s episode is time management.

In the course of “normal” adventuring, standard operating procedure tends to be to gather every scrap of information and pillage every piece of loot you can find. In First Edition and even Starfinder, we sometimes boil it down to the cynical and meta-gamey “we search the room until we find whatever we’re supposed to find”, “Grayhawk the room”. Even earlier in this adventure (the Hallod fight, for instance), we were doing a bit of that. What fun is being an adventurer if you’re not getting paid?

This particular week, it’s a little harder to do that because there’s a lot of… stuff… pushing us toward trying to resolve things quickly. First, we’ve got the lone archer who survived the courtyard battle – I don’t think that’s Vilree, since it’s unlikely an alchemist would ALSO be a great archer, but it is someone who could return any time with reinforcements. Next, there’s the homunculus who should have a telepathic connection with Vilree, so it’s a pretty safe bet she knows we’re here now. And then toward the end of this session, we get the ominous diary entry claiming the final preparations for Plaguestone’s destruction are already underway. Like I said, there’s a lot pushing us to keep moving forward.

As such, I think we may have missed a few things. It’s one of those things I didn’t really pick up on when we were playing, but when we first entered the “living room” (but before we found the kitchen), Steve described one of the bookshelves as being full of “scrolls” and “exotic objects”. Or maybe “esoteric”… it was definitely an E-word that sounded promising and vaguely magical. That sounds like it could’ve been either been magic items, something that related to Vilree’s plot, or both, but I don’t think we ever came back around to searching that shelf because we were kind of in “keep it moving” mode.

The running clock does seem to be a bit of a signature Paizo move; it shows up a lot. Ironically, our Starfinder game is also in a running-clock section at the exact same time. That scenario (in case you’re only listening to this show) is that we have to disable the enemy starship before they capture the Doomsday MacGuffin – the ship is fighting its way through the outer defenses, and we have to stop them before they get to the destination. We have access to the ship’s computer so we have a rough idea of how the battle is going and how much time we have left, so… another running clock.

Sometimes the running clock is more on the order of weeks, just to keep the adventure from going completely sideways. You don’t really have to rush an individual encounter, but it does keep you from spending a week crafting or something. I suppose “the judge gets here at the end of the month” was the thing that kept us moving on investigating Bort’s murder in the first half of the adventure. But toward the end of adventure paths (like this), it’s on the order of hours, and the goal is to explicitly force the party to finish an area without taking long rests. It sometimes feels a little contrived, but at least it provides an in-story reason for it, rather than arbitrarily saying “you can’t rest here” like one of those isometric 90s-era video games.

I do think a secondary reason we’ve been getting sloppy about loot is that the “loot table” for this adventure is tilted pretty heavy toward alchemy. I feel a little guilty complaining, considering I’m the one person in the party with martial weapons training who can throw bombs the best, but still… personally I’d be more excited to search some of these bodies if there was going to be a sword of a shield. But nope… MORE POTIONS. I suppose there was that orc with the club, but I’m not sure I could live down the sheer physical imagery of Brixley swinging a club that’s taller than he is.

I don’t have a strong reaction to the homunculus encounter. On one hand, it feels a little unsatisfying like maybe we should’ve done something other than just lock it in the kitchen. But it doesn’t sound like we could talk to it, and I’m not sure fighting it would’ve been worth the time and resources, so what else was there, really? I don’t know: it just feels like some sort of thread was left dangling there, but I can’t put a finger on a better idea.

The other thing we get a closer look at this week is hazards and lock picking. I vaguely recall Cade trying to do a lock earlier in the adventure, but I think he only had one pick and broke it, and Prue ended up using strength to force it open. This time we get a closer look at the process. I have to admit, even though it’s a bit more challenging, I like the multi-step approach to locks and hazards – it always seemed kind of anti-climactic to just resolve it in a single roll (“oh look, a trap”… [roll]… “oh look, no more trap”); with this approach, there’s some anticipation involved. Makes the job of a rogue (or other trap-disabler) a little more fun.

As we reach the end of this episode, that journal entry is picking at my brain pretty hard. What if we’ve ALREADY taken too long? What if Spite’s Cradle served its purpose and Vilree has already gone… back to Plaguestone even? What if the orcs were just left behind to tie us up while she finishes the job? Or, Vilree’s previous shenanigans have involved tampering with the water supply… what if whatever’s going to kill Plaguestone has already been deployed into the water supply and there’s nothing we can do? What if we get back there and everyone’s dead?

(And by the way, I’ve still got that 2% conspiracy theory that the archer is Noala. She keeps disappearing to “clear the perimeter”… maybe she’s really one of Vilree’s henchmen and she keeps leading us into traps. Haven’t totally let go of that one either.)

So we get the living quarters cleared, and now it’s time to head into the more functional area of the keep. We’ve got some fountains (that nagging doubt about the water supply just kicked into overdrive), and that’s pretty much where we leave things for next week. While you’re waiting, feel free to drop by the Discord channel or other social media and let us know what you think of the show; always lots of good stuff happening there. Thanks for listening and we’ll see you next week.

Talking Combat 121: Everything is Deader with CHDRR

Jason recaps the events from Roll For Combat, Episode 121: Die, Robot.

I have some mixed feelings about this episode, as you can imagine.

First, as a brief aside, I’ll back Steve up that none of this was scripted. Here’s the thing: even without intimate knowledge of the tool, I’ve noticed D20Pro DOES have seem to have some mode where Steve can approve/change/override dice rolls. Mostly Steve uses it to adjust for damage modifiers, and in our PF2 game, the version we’re using doesn’t handle crits quite right with the multi-attack penalty. But when Steve puts a hold on a die roll, there’s a noticeable delay, and that “01” was in my dice window the second I clicked it. So unless he’s got some next-level D20Pro Blacksite add-on I’m unaware of that was hacking my client in real-time, that roll was legit.

On a storytelling level, I think it’s fantastic to have CHDRR go out in a blaze of glory, and even more generally, I like it when big, crazy, unexpected things happen. Paint-by-numbers combat is boring; having something out on the skinny end of the bell curve happen livens things up. So on that level, this was very cool.

And OK, pulling back the curtain a little, Steve sent me the results of the roll by text, but with the understanding that I wasn’t allowed to say anything until he gave me the cue that it was happening. So for MOST of that time, the rest of the group was getting ready, I was sitting there thinking “you poor bastards, you have noooooo idea”. It added a layer of amusement to sit on that secret for a bit. It was like having one foot behind the GM screen for a few seconds.

But… there’s the real consequences of it, which are not trivial.

First, there goes half my offense and my designated bodyguard for the rest of the fight. If you haven’t picked up on it in the past two-plus years, Tuttle is not some offensive juggernaut; take CHDRR away, and he may very well be the wimpiest member of the party. Also, fighting without CHDRR is kinda boring – there’s no real choices to make. So now I gotta do the final fight of the whole game with the least effective, least interesting version of my character. Won’t that be fun? I pretty much have to hope the fight as a whole is entertaining because my role is not likely to be.

Second, in one fell swoop, it undid my plans for The Button. Before all this happened, I specifically wanted to rules-lawyer a better Button for the final fight, and Steve gave it to me. As I said, the main reason I haven’t used The Button more is it costs me (and therefore CHDRR) a full-round action, which hasn’t been worth it for the random effects it generates. But if the Button activation is a move, or even better, a swift? That’s worth doing. I was preparing to be a button-pushing fool – certainly as many times as my intelligence allowed, and maybe even keep going after that. Now? No Button either.

The third thing is that other than the randomly-typed damage and d8s instead of d6s for damage, that was basically the same effect CHDRR already has installed in the form of the Shock Wave (which kicks in when he hits 10 hit points). So somewhere out around Plan G or Plan H on my list of internal scenarios was that if CHDRR got down around 20 or 15 points, I was going to send him on a suicide mission out into the middle of a group of enemies. Including, if needed, shooting him myself to detonate the EMP. (Preferably with a single tear trickling down Tuttle’s cheek. I had this all planned, I’m telling you…) So the coolness of dealing 49 damage to each foe was slightly undercut by the fact that I could’ve let CHDRR fight for a few rounds, let him get whittled down, and then done pretty much the same thing myself as a conscious choice.

And then the other thing that threw a wrench in the works – but this is more normal party shenanigans – was John (in particular) running out into the middle of the room. Chris did too, but he at least went for a corner and got out of the way of the blast. I don’t know why John was getting testy with me… what else did he think I was going to do with a drone that had just turned into a giant bomb? Waste all that beautiful damage? I do understand why John didn’t want our free round to go to waste – Mo’s all about getting in people’s faces and smashing them – but thanks to John moving in, I had to angle CHDRR away from the direct center of the group to avoid clipping Mo, and as a result, I only hit 2 of the 3 bad guys.

Aside from the spoiler-y fact that we just finished recording this week, there are a few in-game hints here and there that this isn’t the whole fight. Right now we’re fighting the brute and two of the same monks that were in the outer chamber which doesn’t seem like a final battle on its own. Additionally, as Seth points out, the main guy is muscle and doesn’t seem like command material. These guys aren’t some pure warrior race where they just put the biggest strongest dude in charge; they’re undead, so I’d expect someone with brains running the show. This guy seems more like a security guard. We also know that logs mentioned a captain AND an admiral, and the captain was identified as a Vesk general Mo had heard of – so even if the brute is one of those two… we’re missing one. And then there’s that force wall Mo ran into: the brute isn’t likely to have that power, and it didn’t seem like the monks could do anything like that in the previous fight. So where is that coming from? There are also multiple doors leading to other areas – is the “bridge” really a bridge complex where we have to clear multiple rooms?

All good questions and I’m sure we’ll find answers – whether we want to or not. But we still gotta clear what’s in front of us first, which we’ll continue to do next week. While you’re waiting for that, feel free to drop by Discord – among other things, Steve posted the complete list of CHDRR Button effects on the “spoilers” channel. Thanks for listening, and we’ll see you next week!

Talking Plaguestone 27: Angry Birds

Jason recaps the events from Roll For Combat: The Fall of Plaguestone, Episode 27: Parkour!

OK, let’s start today’s post by going through this Liberating Step thing one more time. I don’t know why I didn’t get this right this particular episode – I’m gonna chalk it up to the fact that it was close to Thanksgiving and I may have still been suffering the after-effects of a turkey coma. Though… I seem to recall a version of this conversation where I say the RIGHT thing (no free attack) and everyone else tells me I’m wrong and talks me out of it. Maybe that was a future episode, or maybe Steve edited that out of this one. Whatever… don’t want to make a federal case out of it. For today, I forgot.

(I also got the damage on the cantrip wrong, but that was just a little bit of confusion between rounding down and rounding up. That strikes me as a lesser sin, especially since I’ve only used that spell once or twice.)

But to recap: there are three flavors of the champion class. There’s the Paladin (lawful), Redeemer (neutral), and Liberator (chaotic), and each flavor gets its own “Champion’s Reaction” as a class skill. They ALL have the property where they block [2 + (LVL)] damage, but they each have their own secondary effect. The Paladin’s Retributive Strike gets the free counter-attack if they’re within reach of the attacker. It’s probably the simplest and most straightforward of the three abilities – who doesn’t love damage? The Liberator’s Liberating Step (the thing Brixley has) gives an ally a free chance to get free of any sort of restraining-type effect – from a brute-force grapple to paralysis – and also allows the ally a free Step action. Situationally useful, but not always. And though it’s not relevant to this conversation, just to be a completist: the Redeemer’s Glimpse of Redemption gives the enemy a choice – either the damage can be mitigated entirely, or it’s the usual [2 + (LVL)] damage resistance and the damager becomes enfeebled 2 (without a save). Arguably Liberating Step is the weakest – or at least most situational – of the three, but I wanted to be chaotic for roleplaying reasons, so… I guess that’s what I’m stuck with.

It didn’t really impact the game that much because I only used it twice and missed at least one of the attacks – or it was the attack that canceled out because the bird couldn’t really use the special attack anyway. So it wasn’t a huge screw-up, but I always hate getting rules wrong. Especially when it’s something I got right all the way back at first level.

On the other hand, speaking of rules mistakes, I suppose we also have to eat the shit sandwich this week because this time, Cade’s health was low enough that the difference between a 12 and 18 point Lay on Hands mattered in terms of keeping him alive. I still think we would’ve won the fight and gotten Cade back on his feet, but it probably would’ve taxed more of our healing resources – might have had to pop a potion or have Celes break out a heal. So… oops.

Listening to this combat, I’m not sure how much of it was “these birds are tough” and how much was “Cade was a doofus who should’ve done a better job of hiding behind his tanks”. (And yes, I say this knowing that although it’s DEX-based, his armor class is higher than mine.) I suppose the honest answer is “a little bit of both”.

If you think about it, that special attack is deceptively powerful – the birds got two attacks at zero penalties, and then they could retreat back out to range after doing it. Meaning melee characters – which is most of our party – have to spend one action to close distance, get one attack at zero penalty, and then have to choose between a second attack that’s less likely to hit, or using any other abilities. Also, the birds had a surprising amount of hitpoints for wispy air creatures. The case for the “we needed better tactics” is that we let them tangle us up in the doorway for almost two full rounds, and Celes, Ember and myself couldn’t get involved in the fight right away. It kinda left Cade all by himself getting pummeled at the start of the fight, which meant he spent most of the battle fighting on death’s door, and that tends to change what one can do. Things got a little better once everyone got in the room, so maybe that whole fight could’ve gone more smoothly with a little more planning.

As an aside, I’ve heard of parties where they literally spend the first round delaying actions to get themselves in optimal fighting order, before they take a single aggressive action. That always struck me as being a little TOO meta-gamey, but in a situation like this where the works get all clogged up, good sequencing might have actually made a difference. Either that or our party needs to have a designated choreographer. (I know… there’s probably some reference to “Cheer” waiting to be made here, but I haven’t seen the show yet so… missed opportunity.)

The final thing that caught my eye this episode was Prue finally critically failing a Treat Wounds check. It’s one of those things you always knew was bound to happen eventually, but of course, it waited for the most critical part of the adventure to happen. I kind of like this – it’s a source of magic-less healing, but there’s just enough of a risk to keep you on your toes. Granted, it’s far easier to say that after Cade had lived – if the damage roll was an 8 and that’s what killed Cade for good, I might be sitting here saying all sorts of unkind things about Paizo’s developers.

(And yes, I’m sticking with my head-canon that Prue failed in the most slapstick way possible – “let me hold my torch a little closer to get a look at this wound!” and lights Cade on fire, or something like that.)

And there we basically leave it for the week – another week that ends with rest and recuperation (though not a full long rest; just enough time to Lay On Hands enough time to get everyone to full) and we’ll pick up the exploration of Spite’s Cradle next week. Thanks for listening, and we’ll see you then.

Pathfinder Lost Omens Gods & Magic Review: A Fine Time With The Divine

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 and Pathfinder Lost Omens: Character Guide Review.

If you enjoyed this review make sure to check out our Pathfinder Adventure: The Fall of Plaguestone Actual Play Podcast!

I feel like I should start with a bit of confession that maybe I’m not the best person to be reviewing this book. I’ve always had an indifferent relationship with the gods when it comes to roleplaying games. As far as I’m concerned, they serve as the plot engine for how divine magic works; you pick one that sort of fits with whatever alignment you’ve decided to play, and then it’s time to roll dice and fight stuff. Even my clerics and paladins sometimes make more references to Grabthar’s Hammer (what a savings!) than they do to the actual deity they’re supposed to be worshiping.

On the other hand, for better or worse, I do represent a certain type of player that exists within the RPG landscape, so my opinion is no less valid than anyone else’s; it’s just a filter you’ll have to read through. I figure as long as I acknowledge my biases in advance, I can still give you a look that’ll help you decide whether this book is right for your gaming table.

Let me acknowledge that writing a book about the gods is a tricky tightrope to walk. The challenge that presents itself is that the gods are supposed to be mysterious and unknowable. So if you write them as TOO mysterious and unknowable, you write a book full of fluff that doesn’t provide any actual gaming value. If you write with too much specificity, you make the gods an ordinary part of the world and undermine some of the mystique that makes them… well… gods. If you need an example of how wrong the latter approach can go, go back and look at the original AD&D Deities And Demigods… also known informally as “Hey, Let’s Give The Gods Stat-Blocks So We Can Kill Them”.

I suppose that’s where the “And Magic” part of the book comes in. The large majority of the book is about the gods themselves, and…. not gonna lie, it gets a little esoteric and detached in places. But there are about 20 pages toward the end – feats, spells, deity-themed magic items – where things get very rubber-meets-road.

But let’s not get ahead of ourselves. Let’s start with the gods since they represent the majority of the book.

First, we have the main 20 gods that were introduced in the Core Rulebook (and the gods you’re going to be most familiar with coming from First Edition). Desna, Cayden Cailean, Pharasma… the whole crew. If you’re already playing this game, I would assume you have at least passing familiarity with them, but Gods & Magic gives you a deeper dive. Each god gets a two-page writeup that starts with a summary block – which gods are allies and enemies, who worships them and where they do so, and other such “quick-hit” information. (Including favored colors, in case you need help painting your miniature!) This is generally followed by a high-school civics breakdown of the god and their place in the Pathfinder universe, a sidebar that gives you some common aphorisms, and perhaps the most interesting part of the write-up: rules for divine intercessions.

Divine intercessions attempt to answer the question of “how would each god choose to reward or punish their followers?” This is handled through the mechanisms of boons and curses, with mild, moderate, and major options given for each. (To quote Sesame Street, this section of the book was clearly brought to us by the letter “M”). A mild boon or curse might be something as simple as a re-roll of a skill or saving throw. Major boons and curses can be character altering effects that might seriously change how a character plays. The Moderate curses and boons fall in between those two extremes – some of them are pretty close to minor effects, while others could almost be major effects.

To give an example, let’s look at Pharasma. Her minor boon is a single +2 to a skill check. Eh… whatever. Her moderate boon is an increased mastery of life and death magic – +1 positive energy damage against undead on melee attacks, +1 damage per spell level on damage spells, and/or +1 point per level on heals – not overpowering, but a nice little bonus. Her major boon, though, is pretty crazy. Pharasma decides on a fate you must fulfill (in game mechanics, the GM decides on a task you must complete). Until you fulfill that fate, you cannot die – anything that would kill you gets converted to a non-lethal misfortune of some sort. However, if you should’ve died and the boon saved you, you die peacefully in your sleep once the fate-quest has been completed. Crazy, huh? (Meanwhile, her major curse is that your family line is destined to end and you can’t have kids or otherwise procreate.) Pharasma does NOT screw around.

After the main 20 are fully fleshed out, we get introductions to 20 newer gods. These seem like the up-and-comers of the Pathfinder universe (and eyeballing it, may represent gods that were introduced during First Edition adventure paths). In terms of coverage, these gods split the difference – they don’t get as much detail as the main 20 get here (no boons and curses, one page instead of two), but they do get more ink than the main 20 got in the Core Rulebook. For these gods, we get an information block that covers the basics – domains, favored weapon, anathemas, etc. – followed by a few paragraphs about the god and then statistics for that god’s version of the Avatar spell.

The next couple of sections are a little more geared toward GM world-building, though some could also have player character applications. First, there’s an extensive lore dump on demigods and other supernatural entities that aren’t gods but can still have followers: demons, elemental lords, and such. These guys are pretty much entirely world-building material for GMs, since they’re monster-oriented and almost all toward the evil end of the spectrum. After that, the book introduces the concepts of pantheons and philosophies. Pantheons are a group of gods one can worship as a collective – for example; a dwarf can worship Torag (one of the Big 20) individually or can worship the whole family of dwarven gods in their entirety. Philosophies are religious organizations that aren’t connected to any god or divine origin – Religion Unplugged. My personal favorite of these is the Prophecies of Kalistrade: the basis of their religion is the accumulation of wealth through trade, but amongst their anathemas are giving to charity and wasting money on extravagances such as food and drink. So they basically rack up a bunch of money and then don’t spend it on anything fun. Cool plan!

After all of this – roughly the first 100 pages of the book – we get into options for player characters. Feats, spells, magic items and other equipment… the fun stuff, from a player perspective. I’m going to spend most of my time here on the magic, which is a combination of standalone spells and domain spells for 18 new cleric domains. The feats and magic items… there’s less than a dozen of each.

The standalone spells are an interesting mix. I assumed they’d be a) mostly divine spells, and b) possibly be tied to the worship of specific gods. Neither of those turns out to be true, though – there are plenty of arcane, occult, and primal spells, and if there’s a connection to specific gods, it’s conceptual rather than explicit.

Just to hit a few examples, one of my favorites is Time Beacon, a single-action spell which basically gives you a chance to rewind your turn if things don’t go well. So you’d cast Time Beacon, do the Dangerous Thing You Plan To Do, and then reset if things don’t go well. Some effects get a saving throw, but it’s still a pretty neat concept. Animus Mine booby-traps your brain against spells with mental effects – if someone tries to cast a mind-affecting spell on you, they get a save against 4d8 (or more if heightened) damage. Toward the weird end of the spectrum, you have something like Iron Gut, which lets you use your stomach as a limited-use backpack – you can store and retrieve a single item of light or negligible bulk in your stomach.

And then there’s also Slough Skin, which causes you to shed and regenerate your skin constantly over the duration of the spell. The good news is if you take any persistent damage based on skin contact – acid, contact poisons, and such – the DC to remove the damage becomes easier because you’re basically shedding the skin that’s in contact with the bad effect. The bad news is if anyone is tracking you, they have an easier time doing it because… well… you’re leaving a trail of dead skin wherever you go. It’s not a huge collection of spells, but there’s some interesting stuff here.

The cleric domains each come with a regular (Level 1) and advanced (Level 4) domain spell, and as mentioned, there are 18 new ones to choose from. My eye was immediately drawn to the Swarm domain: at Level 1, you get Swarmsense, which lets you summon a swarm for scouting purposes (no attack, but has various movement and sight properties), and the advanced spell is Swarm Form, which… you guessed it… lets you turn into a swarm of Tiny creatures. The Soul domain has an interesting advanced spell, Ectoplasmic Interstice, which creates a zone where the material and incorporeal worlds merge – incorporeal creatures can interact with physical objects, and players can hit ghosts as if they have ghost touch weapons. And OK, although it’s Necromancy, I kinda dig Foul Miasma from the Plague domain: if a creature is infected with a disease, Foul Miasma lets you pull it out of the creature’s body and create a 15’ cloud of the disease. Evil… but cool.

The magic items are an interesting mix, but there aren’t a lot of them – only about a dozen. Personally I would’ve liked to see a few more. I’m just marveling in slack-jawed awe at Torag’s Silver Anvil. It’s a Level 18 item, so it’s SUPPOSED to be powerful but… “+3 holy greater flaming greater striking silver meteor hammer”… damn, that’s a lot of keywords. Oh, and it can also be used as an actual anvil in crafting, where it confers bonuses to craft checks or adds additional hit points on Repair checks. MORE PLEASE.

At the tail end of the book, there’s a handy appendix that gives you a comprehensive chart for all the gods – alignments, favored weapons, edicts and anathemas, etc. It’s absolutely a useful reference, but if I have a minor quibble, it’s that its formatted span facing pages in a physical book, so in the PDF, you have to page up and down one page to read all the columns for a particular deity. If you’re going to use it regularly, you’ll almost have to print it out and mount it on something.

So, final verdict time. Overall, I found it a little bit disjointed, like they smushed two books with different purposes together. Yeah, it evens out to something that satisfies multiple audiences, but I’m not sure it feels like one cohesive entity. I think the need for the book is largely dependent on what kind of game your table plays. If you’re playing a “low theology” game where all you’re doing is running around bopping orcs on the head, 100 pages of doesn’t really offer anything you didn’t get in the Core Rulebook and there’s not enough of the “other” stuff to make this book a high priority. But if you’re playing a “high theology” or heavy roleplay campaign that really leans into the religious material – heralds of the gods showing up to challenge your players actions, different religious factions using the world as a chessboard to battle for power, and such – this book becomes a pretty fertile source for world-building and for understanding that landscape better.