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The Bird’s Eye View S3|05: Am I My Brother’s Keeper?

Jason recaps the events from Agents of Edgewatch S3|05: Lawful Stupid Is My Alignment.

Welcome to the last Edgewatch summary of 2021. There should still be another Talking for Three-Ring, but the one wrinkle there is my brother is coming to town later in the week, and the final phase of my merrymaking may be in full swing by then.

I see Steve called me out a little in the show notes, and… eh, he’s right. I suppose the one biggest change is my son starting a new job, but not having a) well-defined hours or b) a driver’s license. So there are nights when it’s hard to get working on Talking because I have to go pick up The Boy, and that process can take anywhere from 20 minutes to an hour and a half. Plays havoc with my ability to stay on a consistent schedule. Check back next week: maybe I’ll make it a New Year’s resolution to get back on schedule in 2022.

This week, we have one of our classic Paralysis By Analysis episodes where we spend a LOT of time going back and forth on the questions of whether to accept the meeting and whether to actually bring Gord or leave him behind as an insurance policy. The first one ends up being the easy one – what we REALLY need out of this is a face-to-face with Maurrisa Jonne, and this gets us that. It was the whole reason to snatch up Gord in the first place. If we turn around and refuse the meeting outright, we don’t really have a Plan B. So we quickly come around to the fact that we have to make some sort of appearance.

The real crux of the matter lies in the second question: the truly logical thing to do would be to leave Gord behind because if we bring him to the meeting, one possible outcome is her attacking us as revenge for going after her brother. Gord not being there would be our one piece of leverage because harming us doesn’t get him out of a Starwatch jail cell in another district where she has no base of power. If anything, it seals Gord’s fate AND makes her a higher priority target for law enforcement, if she graduates to openly attacking cops. Having said all that, it does seem like the easy/metagame storytelling answer is to just bring him and resolve this in one meeting because this is the resolution of the side-quest and we want to get on with finding the Twilight Four.

For me, it comes down to “do the right thing for your character, and let the GM tell you if it’s going to work or not”. As players, we should do what makes sense, and leaving Gord behind is what makes the most sense. If Steve doesn’t want it that way, he has the power to pull strings and create a scenario where Gord HAS to be there.

And OK… I was a little frustrated at Seth in this moment, because I felt like we’d come to a pretty strong agreement that we WEREN’T going to bring Gord, and then we’re on the way to the meeting and he just casually starts with the “well, I’m talking to Gord because I went ahead and brought him anyway”… despite the conclusion we’d reached as a group. I wasn’t going to interrupt the session at that point because we’d just spent 30-40 minutes on the “bringing Gord” question, and even I didn’t want to re-open that can of worms, much less do it to the listeners. Especially not for something that would be more out-of-character arguing than playing. But internally… I’ll admit I was a little annoyed.

But hey, with 20-20 hindsight, maybe it was the right call anyway. With Gomez working on Gord on the way to the meeting, we were actually able to get him kinda-sorta on our side, so he was willing to put in a good word with Maurrisa when the time came. So maybe Seth’s kinda crazy… crazy like a fox!

Once a working truce is established, we’re able to get some more information on the situation. Basically, Maurissa claims she was a reluctant participant in the Skinner’s schemes and didn’t REALLY want to help them. (That’s the second gang leader to make that claim if you’re scoring at home). So between Gomez’s charm and taking out the Skinner, we’ve actually earned enough goodwill points that she’s willing to overlook kidnapping her brother. The NEW deal she offers us is that if we disrupt the Diobel Sweepers’ operations and eliminate Bloody Berleth, she’ll give us some dirt on the Twilight Four. And she even knows where the Sweepers’ main alchemical lab is – she just doesn’t want to attack it directly because it could set off full-scale gang war, dragging in a bunch of other allied gangs we haven’t met yet. PLEASE LET THE BASEBALL FURIES BE INVOLVED IN SOME WAY!

I have to admit feeling a bit conflicted about this. On one level, I don’t like the idea that basically we’d be serving as a mercenary force for a gang leader. That doesn’t seem like something we should be doing as agents of the law. And OK, whatever she may say now, SHE’S the one who was cooperating with the Skinner – unless there’s a connection we haven’t seen yet, there’s no evidence the Sweepers were involved in that. REALLY the only thing that suggests the Sweepers are worse is that their boss is nicknamed “Bloody” Berleth: not a nickname you get for your formidable backgammon skills.

Misgivings aside, we’d still be disrupting the gang activities of another gang – it’s not like she’s hiring us to mug innocent civilians for her. So we’d still be reducing the overall crime level, AND we’d get a lead toward the Big Bad that threatens the whole city. So it’s a bit of a deal with the devil, but it’s JUST inside the envelope of “enforcing the law” so I guess we’ll be doing that.

One day later… that IS what we’re doing… but we’ll be doing it next episode. So come on back for the last episode of 2021 and see what happens. As always feel free to drop by our Discord channel or other social media and let us know what you think of the show (though we’re a little scarce around the holidays). Thanks for listening and we’ll see you next… well, for this column, next YEAR.

The Sideshow S3|14: Art Imitates Life

Jason recaps the events from Three Ring Adventure S3|14: Are We the Bad Guys?

Hope everyone is having a good holiday season. Obviously, I took a few days off to make merry, but I haven’t forgotten my columnar duties entirely. Now that things are getting back toward normal, I’ll do my best to get caught up on the goings-on in RFCland.

As we return, it’s off to a new city… well… town. Well… hamlet? And a new set of abilities for our now Level 10 heroes. After dabbling in animal husbandry and new and interesting ways to light things on fire, Hap starts to get back to some of the original bardic flavor of her character with some performance abilities. Alhara gets another reaction-based feat, and as we’re coming to understand, reactions are really where it’s at in Second Edition: the more things you can do to disrupt opponents’ turns, the better. Darius gets a pretty cool monk ability, the One-Inch Punch, which lets him dial up the actions to dial up the damage. And Ateran… well, Ateran mostly just backs up a dump truck full of spells into Csillagos’ hungry beak. (Still my favorite way of learning new spells ever.)

Of course, one thing we had to deal with here that we haven’t really encountered before is the idea of scarcity, as the party has to wait three weeks to get their new toys. (That’s right: the supply chain crisis has even reached into the world of tabletop roleplaying games.) Second Edition brought forth the idea that magic items are organized by rarity, and that not all towns will have all rarities available. It’s always been part of the rules, but it’s not especially relevant at the low levels, because anything one could afford at low levels is fairly common anyway. Heck, in the Edgewatch game, we don’t deal with it at all: we’re right in the heart of Absalom, so it’s like living in Manhattan – you can DoorDash yourself a Hand of Vecna at 3 am, basically. But here, trying to get magic items out in the boonies… that’s more like, say, forgetting to buy dog food on your last grocery run, running out on Christmas Day, and having to find a Walgreen’s because that’s all that’s open so you can buy an overpriced bag of Rachel Ray dog food because that’s all they had available.

Hypothetically. I mean… that’s how I IMAGINE it would be if such a thing had ever happened to me. MOVING ON.

Darius’ One-Inch Punch, and the discussion about when to use it… one thing I’ve noticed about 2E is they have several abilities that work only on the next attack you make. I specifically thought of this in the context of Basil’s Shared Stratagem, which lets me give out flat-footed to an ally for one attack, but I dimly remember seeing a couple of other examples as well. I feel like it’s meant to put the brakes on some of these 1E scenarios where you’d get five or six attacks with a huge bonus on each one: now you can get the bonus, but it’s a one-shot. So I’m thinking One-Inch Punch would be great to pair with one of those one-attack abilities – if you get the buff, pour all three actions into a single attack; if you don’t have the buff, just attack as normal, or at least hedge your bets with a two-action punch and leave an action for something else.

We also speculate whether it’s a good or bad thing that Darius hasn’t had any new visions of Achakaek lately and whether he’s turning into a forebearer of Cave Johnson’s army of mantis-men. Maybe it’s just me, but I feel like the lawful evil god of assassination, who is also a giant bug, is probably NOT someone you want on the Christmas card list. But that’s just me.

On the other hand, speaking of visions, and things going on in people’s heads… we have the beginnings of a disconcerting situation arise as most of the party (except Ateran) is starting to have the sorts of bad dreams that presage the mysterious deaths. So take away one is that Opper Vandy’s little side problem may now have a clock on it, and may impact the party more directly. Heck, maybe it’s even tied to the overall xulgath problem. Takeaway two is a bit more metagamey, since to the party, Darius making his save and Ateran not even having to attempt one would be indistinguishable to the characters. But we as listeners have the mystery of trying to figure out why Ateran seems to be the only one unaffected. Are their studies of Aroden or their witchy abilities protecting them? Did their role in uncovering Vandy’s deception protect them? Did the rest of the party inhale vaporized skeletal horse dust while they were at the Currew farm? I will admit, I’m probably not going to go deep-dive the last 4-5 episodes to try and figure out what Ateran did differently that the others didn’t, but it would be an interesting exercise.

(As an aside, now we’ve got supply chain headaches AND we’re doing contact tracing. I thought this game was supposed to be escapism. I eagerly await a future loot cache that includes a +1 N95 mask.)

As the episode draws to a close, our party – full circus in tow – begins to make its way to the next town, and we meet our next possible circus addition, Booralu the Gravedigger, the singing shoony. First, I’ve already nicknamed him “Shoony Bennett” in my head, so deal with it. Second, I assume – as our players do – this will be another opportunity to add an act to the circus, once they resolve his boggle. Which appears to be imminent, as it’s combat time as the episode comes to a close.

And that’s where we’ll leave it for next time. I’m sure a shoony that digs graves and sings to the dead can’t POSSIBLY have disturbed some undead power… that’s just crazy talk! 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.

The Bird’s Eye View S3|04: Daemons And Detainees

Jason recaps the events from Agents of Edgewatch S3|04: You Don’t Understand Superior Tactics.

Welcome to the Great Holiday Slowdown! We’re done recording shows for the year, though Steve’s already got the episodes edited and they’ll still be posting regularly. I don’t know about the other guys, but I work at a university, so my work’s done for the year… so I’ll be pulling myself away from my streaming and videogame backlog to write these wrapups. (Caught up on Wheel of Time, but Season 2 of The Witcher got temporarily delayed by a spur-of-the-moment desire to re-watch some Tennant-era Doctor Who.)

I don’t really have a lot to add to Steve’s show notes, but I’ll toss a few observations.

I mostly agree with Steve’s point about “scheduling your fun” with one slippery-slope admonition. You never want something you’re doing for fun to become TOO much of an obligation, to the point where it becomes more like a job. That hasn’t happened with this, but that spirit literally KILLED World of Warcraft for me. If you wanted to do anything in WoW, you had to commit to 3-4 hours, 2-3 specific nights a week, or you’d either (shitty guild) get kicked out of your guild entirely, or (good guild) fall way behind your friends and be unable to play with them until their alts were ready to do the dungeons. At that point, just keeping up the pace necessary to participate felt like having a second job instead of a way to enjoy downtime. So schedule your fun, yes, but if you’re so scheduled that your hobbies are starting to feel like work, you’re doing it wrong. Again, I don’t think we have that problem here – we’re good about taking the occasional week off if people need to recharge.

Ironically – and our live listeners know this – we almost have the opposite problem. Since ours is a group of friends who have known each other for years (in some cases, decades), we have an issue with getting sidetracked. We sometimes get too far into the “weeds” of the overall friendship, BSing about movies, fantasy football, and other stuff. Officially we start at 8 pm. I think our unofficial record for the latest start was something like 9:15 or 9:20, though that’s from memory… I don’t sit around with a logbook tracking this stuff.

Mondays became our day mostly by process of elimination. Even going back to pre-podcast, there’s never been much enthusiasm for playing on weekends, Chris traditionally raided in WoW two or three nights a week, I had a home game on Fridays, and I think (at least pre-COVID) John was going to an in-person board game night at his local gaming store, so Monday was just the day that worked for everyone. (I actually think it was Wednesdays for a while, and then Chris switched guilds and his raids were on different nights.) In the COVID era where everyone’s forced to be a hermit — and also now that Chris got tired of WoW — we have a bit more flexibility, but that usually only applies to short-notice re-schedules: we pretty much try to keep to the same day if at all possible.

So that’s it for Steve’s show notes; on to this week’s show.

Going in, it is interesting to watch Seth and I (in particular) wrestling with the issue of how to apply modern morality to a fantasy-themed police force, insofar as we don’t have any actual charges on Gord. Yeah, his sister’s a known criminal, and he may be indirectly involved if his sister is bankrolling his antiques fetish. But technically we don’t know he’s done anything wrong: in modern parlance, we don’t even have a WHIFF of probable cause on the guy. So it’s one thing to go ask Gord a few questions, but literally grabbing him and holding him in a cell to get his sister to come talk to us… that’s kinda like kidnapping, isn’t it? You can hand-wave it and just say “they didn’t have probable cause in the Dark Ages either” and I’m sure a lot of gaming groups do. But it’s also naïve to think that stuff like that might not still be happening in the real world, whether it’s parts of the US or in other countries. If the notion of the law snatching up someone’s relative to use as leverage is considered “the Dark Ages”… it’s not entirely clear that we’re not still there.

And this is why I felt like Paizo made the right call continuing to release this adventure path, even after the calls to cancel it, so close upon the real-world events regarding George Floyd. Taking a pause was a good call in the moment. Taking a second look at the content to make sure you weren’t glamorizing police excesses… totally a good call. But art and entertainment can illuminate and spark conversation and that can be constructive rather than destructive. Here we are talking about what constitutes justified detainment of civilians by law enforcement in between dice rolls to see if my made-up bird-person stabs stuff with his sword-cane. You don’t get that with backgammon.

So moral qualms aside, we’re gonna go grab Gord because that’s kinda what the story requires of us. Going into this encounter, I certainly expected we would face combat. I assumed either Gord’s sister would have assigned him some bodyguards, or the owner of the boat would turn out to be some sort of underworld tough… black-market antiques dealer or something. (Belloq from Raiders, perhaps?) Did not expect to have to fight a daemon, though.

The fight starts out tolerable at first… yeah, the daemon has greater mobility than we do, but it’s not that hard to hit, so we’re at least putting damage on it. But that fear effect really had the potential to alter the battlefield with two of us wasting multiple rounds running away and coming back, leaving Lo Mang and Gomez hung out to try. THAT could’ve gotten messy, but we caught some good luck on dice rolls and they were able to stay in the fight until Dougie and I returned.

But then I get turned aside again, as Basil notices Gord (presumably) trying to sneak away from the fight while invisible, in a boat. This left me with a quick decision to make: standard TTRPG logic suggests you never split the party, but we really HAVE to. If we leave the daemon to chase Gord, it’s either taking free shots at us while we chase him, or killing random dockworkers. If we let Gord run while we finish the daemon, it’s likely Gord gets away and this whole episode went for naught.

So I go after him. I’m a LITTLE worried a one-on-one encounter could get messy but then again, if this guy was a decent fighter, a) he’d probably be a more prominent member of his sister’s gang and b) he probably wouldn’t have felt a need to summon a daemon to cover for his escape. Also, at the risk of metagaming, we’ve had a few examples already of abstracted chase sequences, and this quickly began to feel like one of those.

So off we go, and it turns out I have the right skillset (including flight, to avoid ground-based obstacles) and luck (a natural 20) to end up capturing Gord. Now… full disclosure… I feel a little disappointed that I didn’t roleplay the encounter with the Cayden worshipers a little better. Hell, I PLAY a Cayden worshiper (Brixley) in our other game; I really should’ve just offered a free round to whoever captured Gord. Who at that point really WAS a wanted criminal, since… you know… setting a daemon loose on the docks is a crime and all.

With the daemon dealt with and Gord in custody, we retreat, but not to the Docks, but to Starwatch. We just got read chapter and verse about how corrupt the Docks district is and how they ignore everything that doesn’t directly impact commerce; we’re not holing up THERE with our prize prisoner. Better to retreat to relative safety and force Big Sis to come to us.

So OK… maybe the circumstances of his capture are a little suspect, but we’ve got Gord in custody and we’re safe back at the ranch. Next week, we either see if he himself can tell us anything or (even better) if holding him kicks over the rock his sister’s hiding under and we can get a sit-down with her. Hope you’ll be back here next week for that. In the meantime, 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 S3|13: Lean Mean Alchemical Machine

Jason recaps the events from Three Ring Adventure S3|13: Wake Me Up Before You Go-Go.

I’ve got a bit of a challenge. I got both my COVID booster and my seasonal flu vaccination Thursday, so I was pretty much flat on my back all of yesterday. I’m back in the saddle today, but I’ve got tickets to Spider-Man in a couple of hours. So can I slam out a column in that time? CHALLENGE ACCEPTED.

As we pick up the action, our heroes had struggled in their first encounter with the alchemical golems. Some of it was bad luck with the dice; some of it was not really having a tactical plan and charging ahead with “Alhara leaps into the room, eats a bunch of attacks, and gets pummeled almost to death”.

So for round two, the gang has a plan. First, Darius is going to stand in the doorway – you know, a natural chokepoint – and keep the golems from getting at the rest of the party as much as possible. Second, Alhara will use her staff to generate sonic damage, which the golems are vulnerable to.

Sounds pretty good, right?

Well, the first part of that plan goes almost flawlessly. Darius does his job as an attack sponge, as a fair number of attacks miss against his AC anyway, and the healers can stay ahead of the damage from the attacks that land. And our team also catches a break insofar as the golems hadn’t healed their damage from the first encounter so ONE of the two went down the first time it was struck, leaving just one enemy to fight.

About Alhara busting them up with that sonic damage though… oh dear. Alhara just whiffs, whiffs, and whiffs some more, the large majority of her attacks being single-digit rolls on-die. I think we saw Vanessa re-enact the whole “five stages of grief” thing and add a sixth – giving in to the absurdity and finding the whole thing hilarious.

Which was assisted by Steve’s Shit-Talking Golem. Move over HK-47 and GLaDOS… we’ve got a sassy new sheriff in town. Of course, part of what I found amusing was imagining the hypothetical backstory of such a creation. I’m some sort of master alchemist, I’m building this golem to help me with my work, and at the very end, I think to myself… “I could make it a friendly companion to help me pass the time, or imbue it with the knowledge to have deep philosophical discussions while we work… but why don’t we just make it a sarcastic asshole instead?”

The good news is, with only one enemy to fight, the party is eventually able to pull together and win, even despite Alhara’s dice woes. Though credit due, she does eventually get ONE hit in, and it’s as impressive as hoped, generating 5d8 sonic damage. So… note to future self: bring lots of different damage types along for dealing with golems.

Now we have the core mystery of the tower to unravel. It’s easy enough to fly up the shaft in the golem room and into the main chamber, and we gain a greater understanding of what’s going on. It turns out the xulgaths have built some sort of machine to drain the energy of the aeon stone powering the tower, and it will eventually destroy the stone. I have to admit, I thought the xulgaths’ plan was to steal the stones and take them back to the underworld; I didn’t think they were going full-on nihilist and destroying them. But now we know.

(As an aside, when they found the instructions for the machine, that seemed like a perfect time for an IKEA joke, and I’d like to register my disappointment that nobody made one. Is the machine made entirely of particle-board? Do they need to go back to town for an Allen wrench to disassemble it? Does it have a Nordically-spelled name like “JEMDRAANIR”? COME ON PEOPLE. If you can make Waldorf and Statler references, you can get this one.)

So with assistance from the instructions and a couple of solid crafting rolls from Ateran, the machine is disabled, and almost immediately… LET THE HEALING OF THE LAND BEGIN. Water gushes forth (albeit into a now corpse-infested waterway), signs of life begin to return, and our party gets a new boon. Swim speed, water breathing, and a daily cast of the control water spell which feels like it’s fairly situational, letting you raise or lower the level of an existing body of water. Honestly, it feels like something out of a Lara Croft/Uncharted-style game where the room is flooded and you need to lower the water level in the room to access the passage that leads to the next area. Only instead of activating gems or finding pulleys, you just cast a spell.

We’re also posed with an interesting dilemma as Loren wants to reject the boon as anathema to Hap’s character concept. Or at least wants time to think about how she could make it work. Basically, her point is that Hap’s character is so defined by her use of fire, that water abilities are just totally against what she’s been building toward. Now, if you want to metagame, I feel like ALL of these boons are going to get used at some future point in the adventure, so refusing one of them might end up being a bad idea. On the other hand, if Hap REALLY wants to reject a boon from Aroden, I’d say you go ahead and let her. And if they need to go on an extended swim at some future point, throw Hap into the bag of holding for a change.

With the second aeon tower cleaned up, it’s time to head back to Ferny for a well-earned Ewok moment, partying up with the shoonies. After that… maybe a circus performance, or maybe straight on to the second tower. And I suppose it might be worth checking back on Opper Vandy and seeing if there have been any further developments with his situation. On one hand, I still feel like that dude kinda deserves what he’s getting – he’s not evil with a capital E, but he is kind of a weasel — but it’s also on the way to the other towers and solving the mystery still benefits the town as a whole. Lastly, it sounds like our heroes are going to level between sessions, so next week, we’ll be introduced to more powerful versions of our gang.

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.

The Bird’s Eye View S3|03: O Brother Where Art Thou

Jason recaps the events from Agents of Edgewatch S3|03: Let’s Make a Deal!

I’m going to start this week with a brief show note for our live Patreon listeners: we (the Agents Of Edgewatch show, at least) are on break the rest of the year and will not be recording again until after the new year. There will still be weekly episodes and weekly Talking recaps, just no live sessions while we enjoy some holiday downtime. I can’t speak for Three-Ring Adventure because I don’t know if they have plans to fit one more in this week, but since part of this is Steve going on vacation, I assume they’ll be shutting down at some point too; just don’t know exactly when that will be. But on the Edgewatch side of the house, we put our last show of 2021 in the can last night.

OK… administrative stuff out of the way.

This week we continue with what I have to admit was a frustrating chain of episodes for me. At this point in the show, I have to admit I’m getting a little tired of the whole “gang” thing. To give you a bit of a spoiler, this does EVENTUALLY go off in a different (and more interesting) direction and I’ll rediscover my mojo, but right now, you’re listening to a Basil and a Jason who’s feeling very stuck in the mud.

Part of it is that humanoid street gangs aren’t really feeding my sense of wonder. Pulling back and looking at the big picture, when we talk about types of players and what people look to get out of roleplaying games… part of it for me is fighting cool monsters you haven’t seen before; that sense of the fantastic really drives the experience for me. I want stuff that will excite my imagination and “killer newsies” just ain’t it. Yes, I know some of these gangs have had exotic pets/henchmen, but still… lots of fighting Batman ’66 henchmen with matching themed T-shirts.

The other thing is that really getting into this gang stuff is starting to show the limitations of the “cop” motif. Pick your favorite police procedural – Law And Order, The Wire, Broadchurch, Brooklyn Nine-Nine… whatever. As we do this, I start to realize we don’t really have the toolbox modern law enforcement has and it makes the roleplay quite frustrating in spots… like this one. Some of that is technological – we can’t put a wire on someone or do drone surveillance, or subpoena their cellphone records. But some of it that is that there’s not enough supporting material to have an authentic cop experience, and even if there was, I’m not sure it would make a compelling podcast. We’d have to spend 2 or 3 episodes investigating these guys’ known associates, digging up the records of their other crimes, looking for weak points that we can use to gain leverage on them. Here, we just kinda boil that down to an Intimidation check, and if that fails, they’re not afraid of jail time, guess we’re back to square one. Something about that feels a little hollow.

So as this episode unfolds, it starts to feel like all the time we spent fighting these dudes last week and taking them in was a big waste, and that we basically got nothing out of it. So that’s contributing even more to my frustration. But then we catch a break in the form of that old standby: Going To The Tavern. Specifically, our big break in the case comes in the form of a shopkeeper who sees us as a means to get some revenge on the Washboard Dogs for shaking her down for protection money that wasn’t resulting in actual protection. And to make back some of her recent losses by forcing us to buy some of her… I won’t say “useless” crap, but “crap of questionable utility”. And certainly not worth the 200 gold that everything in the store conveniently seemed to cost.

It’s worth mentioning: I thought the 200g thing was a bit, but that actually IS the price of each of the items she was offering. So… there may have been some winking intent in choosing a bunch of items that were all the same cost, but she wasn’t offering Level 1 items at a ridiculous mark-up or anything like that.

Ironically, some of the loot she was offering would probably be really useful for a different adventure. If you’re camping out in the wild, a rune that lets you put on armor would be useful; when you go out on patrol each day… you’re already wearing it. An any-tool is a lot more useful when you’re away from civilization and can’t just run to a store. If you know you’re going to be interacting with a specific culture, that pendant that gives you their language and cultural traditions is pretty handy. But in a cop story in an urban setting… hard to see a use for most of that. (OK, the elemental gem was pretty cool, but 200g consumable? Oof.)

So we go with the Deck Of Illusions (from Secrets of Magic) because it’s at least got some fun flavor to it. The lead we get out of this encounter is that Maurrisa Jonne (the leader of the Washboard Dogs) has a younger brother, Gord, who’s a bit more accessible – still lives a public life, isn’t as protected. And specifically, that he comes to her shop every week to buy random curios. Furthermore, in the least surprising development ever, she knows that Gord is hanging out on a friend’s nearby boat, the Arrowhead. So assuming we can find the boat, it may be possible to grab up the brother, put some charges on him, and see if that Maurrisa to come out of the woodwork. Now, OK, it’s probably a little shady if he hasn’t actually committed a crime, but we’ll jump off that cliff when we get to it. For now, this is our lead. And OK, it sounds like something the police would actually do – grab a known associate and see what you can get out of them. So we’re back on track as the episode ends.

Next week, off to the docks – the actual docks, not just the Docks district we’re already in – to see if we can find Gord’s boat. Is this just another trap? Will Gord have bodyguards? Will we need to speak in nautical terminology, and substitute “fore”, “aft”, “port” and “starboard” for the traditional compass directions? Will I be required to wear a sailor cap and ascot to blend in? All questions we’ll tackle next time. In the meantime, 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 S3|12: Game of Throws

Jason recaps the events from Three Ring Adventure S3|12: The Furball Special.

All right readers. Here’s my plan. I’m gonna tell Steve this column was late because I was ALSO at Pax Unplugged this weekend, but I must’ve just missed him. Repeatedly. For an entire weekend. If I really want to go next-level on this, I could find someone else’s PAX photos and Photoshop myself into them. You’ve got my back on this, right? Make sure to throw a bunch of stuff on the Discord chat about how it looks like I was having so much fun.

OK, we return to action with… well… a bit of a mismatch, as at least on the first attempt, the alchemical golem basically kicks our heroes’ asses. There’s no shame in that, really: it happens sometimes. Over in Edgewatch, we recently faced off with a high-level aberration that did half our kinda-sorta-tank’s (aka Lo Mang, if you listen to both shows) hit points in a single hit, in part because it could crit on a 14 or 15. So we ran away and came back for the rematch later when we’d added another level and figured out some better tactics.

Steve makes a good point in the show notes that I’ll amplify: I think video games (in particular) have conditioned us over the years to think challenges will automatically scale to the “right” level and be safe for parties to tackle. “There will be one boss encounter at the end that will be difficult, and everything else shall be manageable with our current resources. THIS IS THE WAY.” We’re conditioned to think of (videogame) levels and zones and assume everything will be where it’s supposed to be. (Except when some sonofabitch trains Dorn into a crowd of noobs in EverQuest.)

When you’re living in the pen-and-paper world, that’s not always going to be the case. Sometimes they just throw something tough at you to stretch your resources and see if you can handle it. I will say that usually when they include “stretch” encounters, they tend to be on non-critical paths – i.e. they’re something that’s not CENTRAL to the story and can be avoided if you have to – but they do exist. Again going back to our Edgewatch campaign, that aberration was a secondary quest goal – we could get into the main cultist lair without dealing with it, but there was a secondary quest to find a missing Graycloak captain that needed to be saved, and the aberration WAS on the critical path for THAT quest.

(And OK… sometimes in the early days of a new system — which we’re still in – adventure designers MIGHT even make the occasional mistake when scaling an encounter. Not saying that happened here, but it’s also a possibility. Heck, when we were doing Starfinder and the Dead Suns campaign, the rules technically weren’t even finalized when they started writing the AP, so there were probably some… ahem… “educated guesses” that made it into the final product.)

In this particular case, as Steve and Loren discuss, part of the issue we have is a branching story with three main paths, depending on which order the party chooses to tackle the towers in. Steve hints (or outright says) that they’ve chosen to solve that issue by writing all three towers to the middle standard: of course that means the first tower is going to be a LITTLE challenging, but theoretically a few months from now, tower three will be a little on the easy side.

So next May or whatever, we’re likely to see some xulgaths get pounded into the ground. But as Aragorn says, today shall not be that day.

Now, I hesitate to bring this up because I don’t know how long it was between sessions, and, hey, I forget stuff too. But as the Robert’s Rules folks say, POINT OF ORDER: Ateran did actually uncover a sonic vulnerability in last week’s episode when doing the initial knowledge check. But then again, the main source of sonic damage would’ve been Alhara’s staff, and she’s still dealing with enfeebled. So… 5% less chance to hit a creature that was already pretty hard to hit. Again, don’t want to be TOO aggressive about it because it’s a mistake we all make every once in a while. Hell, going AGAIN back to that Edgewatch example, I forgot the aberration could only be damaged by blunt, so I took a 150-gold aligned oil and put it on my bow and only brought regular (piercing) arrows to the fight. Oops.

The other thing we get into here is whether the mechanics of the dying condition apply to NPCs, specifically Riley. And not to get too snotty – geez, I’m doing it again, the second time this episode – but we covered this back in the Plaguestone campaign when Ember got reduced to zero. Use of the dying condition is actually explicit for players and their companions (emphasis mine), and GM discretion for “significant” NPCs – key villains, friendlies with story significance, etc.

Now, normally I am not a fan of arbitrary choices when it comes to combat mechanics. But this is ONE case where I’ll make an exception because combat is also part of the larger story, and allowing the dying condition MIGHT make the story more compelling than just “Zero hit points? Dead”. HYPOTHETICAL: you’re there to rescue the Duke’s son, but the Big Bad in his dying breath stabs the kid… if zero hit points is dead, you fail the mission despite basically doing everything right. But if you allow NPCs to cycle through the dying condition there’s a chance to save the kid and the mission as a whole; heck, maybe mopping up the remaining minions becomes more compelling because you only have a couple of rounds to do it before the kid bleeds out.

So in this ONE case, yes, I support letting the GM pick and choose when to apply dying. Besides, if he has one of the minions stabilize the Big Bad, that just gives you a prone target to whomp on some more.

All of this is prelude to the “Furball Special”. Now, we know dogs love to chase balls… but hear me out… what if the dog IS THE BALL. “Hashtag mindblown”, as the Young People say. It’s a bit outside the box to do Whirling Toss as a defensive measure, but it ends up being surprisingly effective; really the only danger is doing too much damage to Riley on the throw – a crit would take him from Dying 1 to Dying 3, and he’d croak on his next turn, depending on where in the initiative he would’ve gone. I grant that there’s probably some really dark gallows humor (and maybe a Battlezoo Bestiary 2 entry) that could be mined from that scenario, but probably better if we avoid that outcome.

Also, if I REALLY wanted to quibble, maybe Steve should’ve ruled that planning out such an intricate set of actions should’ve gone beyond the realm of a single turn. I mean, Hap was supposed to figure out that Darius was going to throw Riley, get a healing spell ready, and stand in the right place, and Vanessa was going to catch him… all in six seconds? But that also gets into the application of the Rule of Cool, as well as the fact that Riley is A Very Good Boy and his life is more important than your fancy rulebook, mister.

So the party retreats and regroups, and then the question is whether to go back to (comparative) safety and rest for the day, or whether to just load up and go again with a greater focus on sonic damage. Now… I probably would’ve gone for the full rest, but it’s worth observing that the casters are already going to be limited by the fact that it’s a golem – most of their damage spells (Hap’s fire attacks in particular) aren’t going to do anything. So to some extent, regaining spell slots other than healing are of marginal value anyway. So I guess I can sorta see the logic of taking another bite at the apple. Especially if they’re gonna stay in the room and the party can always retreat again.

The good news is if they can get past this encounter, they have a direct path right up to the aeon stone, since there’s a big vertical shaft that leads directly up. Just a matter of getting past this one room, right? I guess we’ll see what happens next time. While you’re waiting, feel free to drop by our Discord channel or other social media and let us know what you think of the show. Thanks for listening and we’ll see you next week.

Pathfinder Guns & Gears Review: Tech Yourself Before You Wreck Yourself

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It was just a month or so ago, Paizo invited us to dive into magical wonders with Secrets Of Magic, arguably my favorite Second Edition hardcover so far. This month, they’re right back at it with an equally satisfying exploration of Golarion’s technological marvels, with the release of Guns & Gears. It’s not QUITE as epic an undertaking… maybe because magic is everywhere while technology is still a bit more of a niche thing… but it’s still a solid book that adds a lot of new content to the Second Edition world (some of which will be familiar to First Edition ex-pats).

First and foremost, Guns & Gears adds two new classes – the Gunslinger and Inventor. There’s a new ancestry: automatons. There are lots of backgrounds and archetypes to add a little tech flavor to all the pre-existing character options. And of course the gear… OH, SO MUCH GEAR.

Now I have to admit something going in. Are you old enough to remember those commercials for Reese’s Peanut Butter Cups where someone would actually get offended that someone “got chocolate in my peanut butter” and the other person got offended that the first person “got peanut butter in my chocolate” (and then they’d both pull their heads out of their asses and realize “peanut butter + chocolate” is a fundamental building block of civilized society)? For a LONG time, that’s how I was with technology in my swords-and-sorcery roleplaying games. Younger Me was an RPG Luddite at heart. In fact, I once played a hunter in World of Warcraft where I literally sold off every firearm I came across because bows were the weapon of a TRUE hunter. AT NO POINT IN THE TRILOGY DID LEGOLAS “PACK HEAT”.

If I can try to intellectualize an ultimately emotional decision, I think it was some sort of mental corollary to Clarke’s Third Law. “The more you can do with technology, the less magic seems exotic and otherworldly, so if you allow a bunch of devices that do all the stuff spells can do, what’s the point of magic?” But the point of all of this is that’s a pre-existing bias I’ve had to get past over the years, and at least in First Edition, I regarded the Gunslinger with more than a little skepticism.

But reading through Guns And Gears, I may be changing my tune, and not just because playing a leshy gunslinger whose nickname is “The Salad Shooter” would be Dad-Joke hilarious. In fact, the Gunslinger and Inventor look like they might both be worth kicking the tires on.

Before I start digging in, I wanted to comment a little bit on the layout of this book, as Paizo went in a slightly different direction this time around. Previous Paizo releases have followed the same basic layout of the Core Rulebook, keeping to the Ancestry-Background-Class flow. This time, Paizo decided to break things up into three mini-books: there’s a “Gears” section, a “Guns” section, and then a smaller part at the end that delves into the lore and other “softer” content. In fact, my little birds tell me that “Guns” and “Gears” started out as separate projects entirely, before being merged into one volume, which… yeah, that kind of explains things.

I’m still trying to decide how I feel about this, though. You can make a case either way. On one hand, it keeps all the content for a particular class together. If you’re building an Inventor, you don’t have to go sifting through a bunch of guns content and vice versa. On the other hand, it’s a little weird to have to go looking for the gunslinger class info out in the middle of the book, rather than up front where you’d usually expect it to be. I suppose it’s something I’ll get used to, but it’s a little weird the first few times. And in either case, when you’re talking about using it in the context of online tools, it’s ALL just a search box or a drop-down away, however, Paizo chose to organize the hardcover.

(Also, if one really gets nit-picky, if you’re going to put Gears first, shouldn’t it be Gears & Guns? OK… I’ll shut up now.)

But let’s get to the content, and we lead off with the Inventor. The Inventor is a technologist who creates and manipulates mechanical devices. It’s a class that’s brand-new in Second Edition, but I got a twinge of familiarity while reading it because it clearly draws some inspiration from the Mechanic class in Starfinder. So much so that I’ve already contemplated building a Pathfinder version of Tuttle Blacktail and CHDRR. As with other classes that have different paths, an Inventor character differentiates themselves through the creation of a signature item, their “innovation”, which can be either a custom weapon, a suit of armor, or a construct minion. But let’s be honest: the Rule of Cool STRONGLY argues in favor of the construct path – having your own little RoboBuddy to command is pretty awesome. I speak from (sci-fi) experience on this one.

Along with the usual progression through feats, you periodically receive new augmentations to your innovation, making it more powerful as you level. Just to pick one example, your construct can go into turret mode where it is immobilized, but has a greater range on attacks and does more damage. Meanwhile, your weapon might be able to switch between ranged and melee configurations. Oh, and like any good technologist, you can rig your creation to explode if you really get in a tight spot.

Even though it’s jumping ahead in the book, I’m going to finish up with classes and discuss the Gunslinger. It’s exactly what it sounds like – a character who specializes in firearms (which includes crossbows). Now, unlike the Inventor, there WAS a Gunslinger class in First Edition, but this version’s been reworked and simplified a little. The First Edition Gunslinger operated on points (“grit”) that you could generate through actions and then spend on special abilities, much like the Swashbuckler operates on “panache”. However, the 2E Gunslinger is a little more straightforward, doing away with grit, and just relying on class feats and special abilities, known as “deeds”. One thing I did not expect: Gunslingers are given medium armor proficiency, and some of their builds incorporate melee and are expected to be right in the thick of combat.

As with the Inventor, there are multiple paths a Gunslinger can choose. The Way of the Drifter is a build that focuses equally on guns and melee weapons (think “pirates” running around with a cutlass and pistol). The Way of the Pistolero is a “fast feet, faster talker” build that focuses on movement abilities and personal-interaction effects that confuse and demoralize opponents. The Way of the Sniper is, well, a sniper: you sacrifice speed in favor of packing as much damage as possible into each shot and also get some stealth benefits. And there’s also a heavy build – The Way of the Vanguard – that’s more in-your-face: blasting people with shotguns, using your gun as a melee weapon to smash people, and such. It will probably not come as much of a surprise to learn that dwarves invented this style of fighting. So for a class that sounded like it would run the danger of being one-note, it seems like there are a lot of different feels you can aim for.

“Aim for”. For a gunslinger. Get it? Get it? IT’S GOLD, JERRY!

We also have a new ancestry, the automaton. Whereas the Android from the Lost Omens Ancestry Guide is a fusion of organic and technology, Automatons are pure tech, living constructs. Think of it as the difference between Data vs. C3P0. I should warn you that this is one of those cases where Paizo goes against their usual love of keywords: although they are technically “constructs”, they don’t have the typical immunities that come with the “construct” keyword and can also be healed by positive energy. So they’re constructs in concept but hew closer to organic beings in terms of touchpoints with the rules. They don’t need to eat or drink, but sleeping (a “rest state”) and breathing (“venting magic-infused gas”) both have equivalent processes that amount to the same thing. I assume it’s ease-of-use: an ancestry where everything works JUST a little differently isn’t going to be very popular with GMs; an ancestry where they’re basically organics except for one or two exceptions is far easier to administer.

The thing that strikes me at first glance about Automatons is their customizability. There are four basic builds: hunter, mage, sharpshooter, and warrior that help define your starting abilities. And it’s true that SOME of the ancestry feats are tied to a specific build (the hunter can get a camouflage that’s only available to them, for instance). But a LOT of the ancestry feats are available to any automaton build. So if you want to be a mage build, but with the Reinforced Chassis that gives you a bonus to AC, that’s just fine. And speaking of that Reinforced Chassis, it chains into a reaction ability (Chassis Deflection) where you can attempt a DC 17 check to turn a critical hit into a regular hit if it’s against physical damage. (20 percent chance to negate a crit? YES PLEASE.)

As you would expect, both the Guns and Gears sections of the books also present backgrounds and archetypes you can use to add a sprinkle of technological flavor to your more conventional characters. The backgrounds come in both common and uncommon varieties, with the common ones applying your usual ability scores, skills, and lore, while the uncommon ones are a little more exotic in their effects (and generally require GM approval to use).

One of my favorites – from the Gears side – was the Discarded Duplicate. You’re a being who was created as a spare copy of someone else. So as you go out into the world, you may run into and interact with the life of the “original” version of yourself. Maybe Other You is a famed politician… or maybe they’re a serial killer. But whoever they are, they’re enough of a high-roller that they had the resources to commission a clone at some point, right? That’s a roleplaying goldmine right there. On the Guns side of the house, I liked the Revenant, a very Clint Eastwood-ian entity that was killed but decided not to stay dead because they still had scores to settle. Not undead, but also not 100% alive either, which manifests in negative healing – responding “backward” to positive and negative energy, as undead do. Also, if you make a Revenant Barbarian, you’re a stone’s throw from building the Undertaker from WWE. All you need is the hat and the eyeliner.

There are equally interesting options for archetypes. The most interesting one here is the Spellshot, which is a full-class archetype for the Gunslinger, fusing magic and guns to create interesting effects like re-summoning ammunition from shots that miss. If you think about it, it’s analogous to the Eldritch Archer for bows. I also liked the Gears archetype “Sterling Dynamo” which is “hey, what if my character just had a robot arm?” Not as a static background (which you can also do), but as a piece of tech that grows and adapts along with you. Another interesting one is the Firework Technician which is a Guns archetype that’s like a highly-specialized alchemist. You make things go boom, but with interesting effects that distract or draw attention. No word on whether you can make a flag that says “BANG!” come out of your opponent’s gun barrel, and THEN explode.

Of course, both sub-books also have tons of new gear, but the Gears side is naturally going to get the lion’s share of that, and the variety is what stuck out to me. Of course, they’re going to have some tech that duplicates the function of magic items, but they also have gadgets – single-use items that fill a similar role to consumables. There’s a selection of tech-based traps and hazards. They have vehicles and siege engines if you want to take your campaign to a more macro level. (And with one of the vehicles being a giant mechanical octopus, you’ll probably want to.) They also have both mundane and exotic wheelchairs, because there’s been a sense in the community that players with disabilities still ought to be able to see themselves as heroes and play heroic versions of themselves as well. (My only complaint about this is that the “Spider Chair” causes unfortunate flashbacks to the dreadful Wild Wild West movie, but that shouldn’t negate the principle of positive representation.)

The tech on the guns side is, by definition, a little more narrow in scope. No great surprise… it’s all gun-based. So you have a wide variety of firearms, the most exotic of which are “beast guns”, which are a fusion of magic and creature parts. So if you want a gun made from a dragon’s trachea that shoots the dragon’s former breath weapon attack, or if you want a gun that shoots squid tentacles to entangle people, Paizo’s got you covered. The support tech is mostly stuff that makes guns work better – scopes, reloaders, stabilizers, etc. The siege weapons are artillery pieces – cannons, mortars, and the like. Not nearly as exotic as the Gears side, but that’s kinda how it goes.

The third mini-book of the collection is “The Rotating Gear”. This is the lore section of the book – part history lesson, part campaign setting, part idea incubator for roll-your-own GMs. Now, if you’re just a group that plays published adventure paths, you may miss most of this or get a paragraph or two of it in handout form and move on. On the other hand, if you’re building your own campaigns, or if you’re just really into the lore of the Pathfinder world, this section is where the worldbuilding happens. If you need a place to set your campaign where technology flourishes, or an NPC who would have a tech connection, this is the section of the book you’re going to lean most heavily on.

So that’s Guns and Gears. Let’s just accept that I’m going to probably whine a little bit about technology in my swords-and-sorcery game. It’s my one “get off my lawn” concession to my age and Gygax-Tolkien roots. But at least in the Second Edition world, technology is here to stay, and Guns and Gears adds a lot of good stuff to that side of the house for the people who are into it. If you’re fired up to include those elements in your game, steampowered-jetpack or giant-mechanical-octopus your way to your local gaming store and pick this one up.

The Bird’s Eye View S3|02: “Oi”s in the Hood

Jason recaps the events from Agents of Edgewatch S3|02: Ello Gov’nor.

I was thinking about Steve’s show notes, and in particular, the notion about how it’s the GM’s job to basically lead the players around to the conclusion they’re going to have to reach anyway. To railroad them without having them feel they’re being railroaded. The funny thing is: at first, I felt this little rush of ego welling up inside me, along the lines of “What are you saying? Players are stupid?” But the more that I thought about it, he’s basically right.

On some abstract level, YES, you would want every decision to be the direct result of player choices. As a player, you DO want agency and you DO want to feel like your choices matter. There’s little worse than a campaign where you’re just piloting a glorified NPC in service of the GM’s idea of what the story should be. “Oh, you’ll let me roll the dice in combat? How generous of you!” The more the GM spoon-feeds you, the more you feel like a passenger instead of a driver.

But the reality is when you have these completely open-ended goals like “make contact with the gang”… the players and the GM (and the person who wrote the adventure) might have drastically different ideas on how to solve them, and how much of people’s time do you “waste” fumbling around? We talk about metagaming from the player side quite a bit, but at what point is it too metagamey to have to get into the head of the person who wrote the story and figure out exactly what they intended? Especially if the players come up with something that would ALSO work. Players are supposed to come up with creative solutions to the problem; I’m not sure requiring them to be psychic makes for a good game.

There’s also the general concession one has to make to the value of people’s time. We’re past the years of teenagers spending an entire weekend gaming (Order of the Amber Die notwithstanding). We get three hours a week (OK, closer to two if we BS about fantasy football and TV shows too much), and that’s it. How much of that should we spend on blind alleys? Especially for Steve as the GM… if we come up with some blind-alley plan, Steve would actually have to create something to play through that, when it’s really not going to serve the overall plot in any meaningful way.

And not to throw you listeners under the bus, but all of this goes double when you’re doing this as a show for an audience. Now you have to factor in “is this blind alley something that’s at least going to be entertaining?”. And if it is, MAYBE you let the players bumble around a little because at least it’s “good radio” and makes for a fun story months later (cough-Sharky-cough). But if it’s not, you’re sinking in quicksand: you’re not moving the central narrative forward and the failure isn’t even entertaining.

And OK… at the far end of all of this, what does it do to the health of a gaming group if they’re allowed to meander to a point where they “lose”? Some stories are open-ended and time isn’t a consideration, but others have a strict time limit or victory conditions. In the latter case, there’s always the chance the players go down SO many blind alleys that it’s impossible to justify them solving the problem that’s been presented. The bank heist was a good example of this: what if we’d been at a different bank and the bank had been robbed and we lost all our leads for the next part of the story? Does the whole campaign just come apart? Do we get sent on our way with a condescending deus ex machina to keep the story going – “well, you totally failed at the goal of the last 10 sessions, but here’s some random clue that drops into your laps to keep the game moving”. Being treated as some sort of pity case isn’t fun for players either.

So yes, I think the balancing act as GM is to make sure the players have agency for the KEY decisions, but maybe use breadcrumbs to take some of the lesser choices off their plates. Speaking of that bank heist, that was a good example of this – on paper, there were six different leads, but three of them led back to the same basic destination, and one of the others was a demonstration of how obviously impregnable THAT bank was. So we were able to pick the order we tackled the leads in, but most roads still led to Rome.

I also wanted to comment on Seth’s reluctance to go undercover again. I think I get what he was feeling. I think we COULD’VE gone undercover and tried to make contact with the gangs that way, but it would’ve had a high “been there done that” factor, and it also would’ve strained credibility – so not one, but TWO gang leaders fell for our act? Really? So yeah… let’s go out in uniform and punch our way through this one.

So we get our marching orders to go out into the Docks and use ourselves as bait to attract some gang activity, and sure enough, we find not one, but both gangs. And in a failure of intel, they’re actually working together. Even though they have different “turf” and their leaders are supposed to be feuding, the guys in the trenches are cooperating.

The fight isn’t tough on an absolute level, but I do think maybe we took it a little lightly going in. The Sweepers are alchemists; I can accept having a little bit of trouble with them because they’re clearly going to have access to magic. Sure enough… sling bullets with extra force damage. Ow. But I actually didn’t expect the Cockney Clowns…. errr… Washboard Dogs to give us any trouble. And yet here they are beating me down to about half my hit points before the fight is really underway.

(Speaking of which, I’m half-tempted to go back and try a drinking game with this episode where you have to take a drink every time Steve says “OI”. I didn’t notice it for the first few minutes, but he says it a LOT. It was almost “Hey Now!” Hank Kingsley territory.)

After we finally start taking the fight seriously, things turn around, and we get the gang members on the ropes. Two are down entirely, and two flee in different directions, leading to abstracted chase sequences. Lo Mang screws his up, and his man gets away, but Dougie manages to catch his. Meanwhile, I’m tending to our existing prisoners, because it would suck if both of the runners got away, and then we returned to find that the two we beat had woken up and bolted.

So in net, we have three prisoners – two Sweepers, one Washboard Dog. I think the Dog will be more valuable since that’s the gang we’re directly interested in, but maybe the Sweepers can give us some “enemy of my enemy” intel. I don’t think the Sweepers are good guys (I mean, their boss’ nickname is “BLOODY Berleth”), but they’re also not the ones who chose to harvest bodies for a death cult, so if we’re gonna pick a horse to back, it feels like they’re the ones to go with.

And that’s where we’ll pick things up next week. As always, feel free to drop by our Discord channel or other social media and let us know what you think of the show. Thanks for listening and we’ll see you next week.

The Sideshow S3|11: A Farewell to Arms

Jason recaps the events from Three Ring Adventure S3|11: The Alhara Yoyo.

Hey everyone. I’m still here. Things were just pretty crazy this week because… well… my daughter tested positive for COVID. I’m fine (and have since tested negative), even she’s no worse than “worst cold you ever had” levels of sick… but I spent most of the week re-learning all that DEFCON-1 stuff we did in the first few months of the pandemic and didn’t really think about writing anything. Look, you wanna think I’m being a preachy pain in the butt, be my guest, but I’m gonna say it: get those boosters and keep wearing those masks. It’s my wish for none of you to have the week I just had… and I wasn’t even the one who got sick.

So anyway… The Roper Returns. (OK, it never really left… so more like The Roper Remains.) We pick up with Alhara getting knocked from almost full hit points to zero in one round of attacks, so… this thing’s a bit of a challenge.

Now, I went and looked up the stat block for the roper, and we have to refine the meta on attacking the tentacles a little bit. Last week, I was kinda running with “well, you just need to AoE them down”, and it’s actually not quite that simple. Specifically, it appears that it has to be slashing damage and the attack needs to do at least 18 points of damage. (Unclear whether that’s meant to be cumulative, but I feel like it’s meant to be a single attack; otherwise, the GM would have to keep track of the location and hitpoints of all six strands, which… sounds like kind of a nightmare to administer. So let’s go with “if you don’t sever it entirely, it goes back to full”. But the main point is that something like Hap’s fireball AoE would NOT sever the tentacles, and the damage would go to waste.

(Also worth noting that the AC and HP of the tentacles don’t change with the elite/normal/weak versions – always 27 AC and 18 HP. Only the strength of the body changes.)

The good news is, the fire piece of the damage not only works just fine, and ropers are extra-susceptible to it. So… Hap turns into an elemental… OR DOES SHE? At first, I was a little bit surprised that Hap turning into an elemental while in the roper’s grasp didn’t cause some sort of fire damage, but that seems to be a difference between First Edition and Second Edition – she’s not actually a full elemental, but something else. In First Edition, the corresponding spell was elemental body, and you literally turned into an elemental, with all of the corresponding features. (I’m familiar with this: I played a druid in Carrion Crown and spent most of the game in air elemental form for the flight – so much so that my character picked up the nickname “Windy”.) With 2E’s elemental form, it is specifically “an elemental battle form” which sounds like the intent is “mostly human but with a little elementally-themed flair”. You do get the associated form of movement and a typed melee attack, but you’re still mostly human. So I guess after reading over the spell, it makes sense that Hap would be more “extra-fiery 16-year-old girl” and not an “actual walking blob of fire”.

(2E has a fair amount of that. There’s a whole section of… I want to say the Advanced Player’s Guide… that covers polymorphing, and it’s more geared toward transforming into something that has CHARACTERISTICS of the thing than a true polymorph into that thing.)

Hap also does something in this episode which… at first glance, it seemed reckless, but thinking about it further, not really… by going into melee range and protecting Alhara by standing between her and the roper. Now… my first instinct was “HAP WHAT ARE YOU DOING?” because, well… squishy caster. But thinking further about it, this thing’s got 50 feet of reach anyway, so unless there’s a plan to get everyone out to 51’ away and nuke it down from there, the difference between being 30 feet out and being right in its face doesn’t really matter. As a caster, she can’t even really do the “hide behind the corner, step out to shoot, and then step back into hiding” method because most of her spells take two actions. (Also… can the tentacles go around corners? Is a roper meant to be closer to Doc Ock or just Wacky Waving Inflatable Arm-Flailing Tube-Man?)

Our team EVENTUALLY carries the day. Poor Alhara gets pummeled a bit, but the rest of the team is able to turn the tide and win. We even get a taste of Puppy Parkour as Riley manages to dodge, duck, dip, dive, and dodge between a few of the roper’s attacks: sign him up for one of those agility courses! There’s a brief debate about whether to call it a day because of the enfeebled condition (it decreases 1 point per 8 hours), but Ateran has a spell for that: Ateran cures Darius entirely, and the others are only at a -1, which is workable. So they decide to continue. At which point they fairly quickly run into their next challenge: a… well… tell us what that is, Ateran!

This brings me to one of those things I always wrestle with in this game: battlefield information checks. I end up in this role in the Edgewatch game a) because Basil has a high INT, and b) because he has a specific skill that lets him Recall Knowledge as a free action. The question I wrestle with is how much of that should be fair to convey to your teammates in the heat of battle, and how much gets into metagaming. After all, a round is supposed to represent six seconds. If Steve reads out a whole stat block, could you REALLY convey all that to the rest of the party? On the other hand, I’m not sure I really want to deal with the overhead of Steve giving me information in private and then putting a stopwatch on me while I attempt to summarize a “realistic” amount. It’s probably just easiest to bend the definition of a round for this and keep the game moving.

So thanks to Ateran and a liberal definition of six seconds, we know it’s an alchemical golem. Remember your golem basics when it comes to magic: extra-susceptible to one (sonic, in this case), slowed by another (cold), HEALED by a third (acid), immune to everything else. So… that’s gonna create some issues for poor Hap. Now, I have some insights on this from having faced an alchemical golem in a different setting, but since that’s basically where the episode ends, maybe you’ll just get those 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.

The Bird’s Eye View S3|01: Roll for Crossover

Jason recaps the events from Agents of Edgewatch S3|01: The Tale of Old Woody.

Well, we made it to book 3! And we start things off with our first guest in… well, since the Black Lodge days… as Loren Sieg joins us in the guise of Prue Frosthammer from the Plaguestone campaign.

Now… this whole situation poses some writing difficulties for me because there are some unintentional Malevolence spoilers at play here. Backtracking, we started recording Malevolence with the Plaguestone gang while Rob Pontius was away during the summer. In doing so, I think we figured we’d wrap it up more quickly than we did, and some of it would’ve already aired by the time this show reached Book 3. Unfortunately, real-life intrudes (the unofficial mantra of Roll For Combat) and we haven’t finished (or even started airing) any of those shows, so some of our crossover creates some mild-but-unintentional spoilers for that show. (Either that or we’ll just have to give those tapes the Atari 2600 “E.T.” treatment and bury them in a landfill.)

So this is all preface to clarify what is and isn’t ad-libbed in this session. We’re clever, but we’re not “improvise a restaurant on the fly, with a full menu” clever. As part of her Malevolence background (i.e. “what’s been happening since Plaguestone?”), Prue opened a bar (Spirit’s Spirits), and in RFC’s glorious tradition of building out the food lore to ridiculous extremes, even created a menu for her establishment. (Graphic design included: it’s very Fuddruckers/Red Robin/TGI Fridays.) So all of the food and drink items we talk about were content that mostly Loren (with some help from the rest of Team Plaguestone in places) came up with. I will say the Old Woody variants were largely my doing, though Soul Woody was a collaboration: Loren had the initial idea of infusing a drink with a soul (it was the initial premise behind creating the bar), but either Steve or I decided to add it to the Woody family.

So all of that was pre-created for Malevolence and we re-used it here. But in the moment, the actual decision to bring Loren on and set the bar encounter at Sprit’s Spirits instead of a generic bar was totally done in the moment: once Steve decided we were going out to a bar, Seth suggested we do it at Spirit’s Spirits, and once that was going to happen, we decided to check if Loren was around to roleplay it out. And luckily, she was available, though Steve cut a 5-10 minute out-of-character gap where we had to get her logged in and set up (audio levels, give her the background, etc.)

So I’m saying this to give Loren her due… in addition to the creativity of the menu itself, she got pulled into our game on about 10 minutes’ notice, and she still delivered a great performance that really made this little interlude a lot of fun.

Also, one of our Discord listeners pointed out that Gomez mentions having been to Spirit’s Spirits and having tried the Soul Woody, and asks if that means Gomez actually appears in the Malevolence show. I guess we’ll just have to wait and see about that, won’t we? (Or eventually, the statute of limitations will expire and I’ll just tell you.)

Back to the story, the good thing about Loren showing up and spicing up this encounter is that I might have seriously lost my temper at the encounter with this particular NPC. I get that the harbor cops are supposed to be very laissez-faire and borderline corrupt, but come on… we shouldn’t have to spend 30, 40 gold on booze just to get our foot in the door. I was this close to using our newfound Internal Affairs powers to run her in. We are Starwatch now, after all. On the other hand, I will concede that a foul-mouthed hard-drinking elf is at least a bit of a fresh take on things. Standard protocol for such an NPC would be to make the character an orc or a dwarf. Good to see the fairfolk can party hard in this part of town.

After finally wearing down our quasi-hostess, we get a bit of intel to get started. Turns out there’s a turf war going on between the Jets and Sharks… errr… Washboard Dogs and Diobel Sweepers. The Washboard Dogs are the ones that the survivors of the cultist lair mentioned; this is the first we’re hearing of the Sweepers, so they aren’t directly relevant to our case.

Now, the Sweepers are intriguing; it’s a gang primarily made up of rogue alchemists. So they’re naturally into all sorts of illegal substances, and I assume if we go up against them, they’re going to have decent magic at their disposal. I don’t want to say they’re “stylish”, but they at least have some sort of aesthetic going on with the red bandanas

The Washboard Dogs, on the other hand, turn out to be some pretty serious unintentional comedy, as the artwork of the sample gang member looks like a demented newsie or badly-confused house painter. Seriously: go check the Discord channel. This is another one of those places where encounter scaling gets a little unintentionally silly because these guys are implied (by our place in the story) to be Level 8-10 type guys… which makes them more powerful than enemies like the ochre jelly and the skinstichers, and on par with the ceustodaemons and the golem. FANCY A CRIT, GUVNAH!?!?!

We also get a little bit of backstory of the feud between the gangs: the leaders of the two gangs USED to be friends in the same gang, but when they got busted by the cops, Maurrisa Jonne (leader of the Dogs) ratted out Bloody Berleth (leader of the Sweepers) to save herself. So now they hate each other, and that’s led to war between the two factions.

Speaking of this backstory, I’m feeling like there’s something I want to work on going forward as a playstyle thing. Since I have a high INT and all these knowledge skills, Basil tends to be the smart guy who receives the lore dumps. I feel like when Steve gives me exposition to share with the party, I want to read it a little less and roleplay it a little more like Rob P. does on the Three-Ring Adventure show. Rob P. actually roleplays out what Ateran knows in character; I just read the text Steve throws in the chat, and I actually want to try doing it closer to Rob’s way going forward. Of course, since this episode was recorded sometime in September, you may not hear any change for a while, but it’s on my agenda to start doing so.

So… I guess the question moving forward is “how do we use what we know to our advantage”? Surely we don’t just do the same thing we did with the Copper Hand gang and try to infiltrate, do we? That can’t possibly work twice. Do we try to catch a couple of Washboard Dogs in the act and shake them down, since we know they operate down by a known bridge? Is there some way we can use the conflict with the Sweepers to get access to the Dogs – an “enemy of my enemy” thing?

I guess that’s the part we’re going to hash out next time, so join us for the big throw-down with Hell’s Chimney Sweeps. 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.