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The Bird’s Eye View S2|20: Know When to Walk Away, Know When to Run

Jason recaps the events from Agents of Edgewatch S2|20: Tactical Retreat Experts.

On the surface, this week’s episode is a bit awkward. After all, we have a rich and long-standing tradition of making fun of Chris Beemer’s cowardice, and this week… we pretty much all turned tail and ran from the one creature Dannicus forgot to mention in his otherwise thorough briefing.

Of course, it’s not necessarily an apples-to-apples comparison. When Chris gets his worst bouts of teasing, it’s usually those cases when he starts retreating even before the monster’s thrown a punch. AT LEAST TAKE A HIT OR TWO! On the other hand, when the monster hits you with a 40-something and crits for two-thirds of your hit points in one shot… well, then you’ve got some legitimate empirical evidence that maybe we shouldn’t be fighting this creature right now. That’s like… the scientific method at work.

(That’s pretty much “hits on everything except a natural 1” territory, and even a crit is “only” in the 12-14 range depending on which of us it’s targeting. Yeah… this thing’s bad news.)

It reaches the point where this Tyrroicese thing (not sure if that’s a proper name, or the creature type) feels like it’s SO far above our pay-grade that you start to metagame WHY it’s so impossible… that either the person writing the adventure made a SERIOUS mistake in encounter design, or there’s some sort of “trick” involved. Maybe the key to defeating it is somewhere else in the dungeon, or that when you defeat the person who summoned it, it disappears. Maybe it’s not meant to be fought; maybe its function is more like traffic control and it’s just here to steer the party down one of the other paths to the cultist lair.

On the opposite side of the ledger, the fact that it’s absorbed one of the Graycloaks DOES suggest it has to be dealt with eventually. That’s LITERALLY on our list of side quests, and it doesn’t feel like a satisfying resolution to go tell Runewolf “yeah, your captain is trapped in some nasty eldritch thing, sucks to be them, can I have my money?”. So maybe the real message here is that we avoid it for now and come back when we’re higher level. After all, there are still two or three other ways to get into the cultist lair, including the entrance we discovered all the way back in the first episode.

And ohbytheway, on top of the fact that it can knock us into next week, it’s got ridiculous reach and can summon more oozes. Lovely. And yet… that was almost a bit motivational: it accidentally gave us a window into how far we’ve grown as party. Remember when Hendrid Pratchett’s ochre jelly was something to be avoided at all costs? And now we’re taking them down fairly efficiently, even with Dougie briefly getting enveloped. We really ARE getting the hang of this thing, aren’t we?

I realize I’m dealing with things out of order here, but our cowardly retreat did kinda seem like the big moment of the episode, so I figured I’d tackle it first.

Meanwhile, we do have other things going in this episode… that wounding rune went on an interesting ride before finally ending up on Basil’s increasingly epic sword-cane. If you remember, at the end of the last episode, we’d pretty much decided Dougie was going to get the rune. But for whatever reason, he didn’t want it… not sure I understand the logic there, but whatever. I was quite willing to give it to Lo Mang, but handwraps do blunt damage and a wounding rune requires piercing or slashing. So then I thought I’d put it on my bow, but while reading up on it a little further, I noticed it has to be put on a MELEE weapon. So… OK… bleed damage for Basil! (And yes, I’m going to be AGGRESSIVELY on the lookout for a chance to stack bleed and poison on the same target.)

One unintended side effect of ending up with the rune is that it made me feel just a little guilty around the edges, because between that, the chain shirt, and the fireball necklace, it was one of those days where the loot felt a little lopsided in my favor. Logically, I know things even out over the long haul, but in the short term, I always feel like there’s a “HEY LOOK AT THIS GREEDY M.F.er” sign turned on over my head.

Regarding Dannicus’ briefing, I already covered the level of detail… it really is almost like having a cheat code. I specifically wanted to reflect on a couple of the underlings he mentioned. (We know the bosses are gonna suck.)

Now… I don’t know if it was fighting the skinstichers in the bank numbed me, or if I’m just dense, but somehow I didn’t find the golem to be THAT intimidating. (And yes, I realize the golem and the skinstitchers aren’t EXACTLY the same thing, but there are some similarities.) I think knowledge is the key with golems: if you run into one blind and don’t know what magic to use, golems can be a pain because they’re vulnerable to ONE type of damage and ignore anything else. (And golems are even healed by the wrong magic.) But if you know what you need in advance, it’s not SO bad. In this case, both Gomez and I have fire attacks in our arsenal, and we can always go buy more.

Now those ceustodaemons on the other hand… THOSE sound like a formidable challenge. I already assume they’re generally tough and hit hard. But it’s the special abilities that sound truly daunting. The dimension door innate power is gonna make it really hard to control the battlefield – setting up flanking, keeping the backline (well… Gomez) safe. And breath weapon equals area damage, which means you have to be more careful about engaging and leave yourself room to spread out. And I’m not sure what to make about the super-special wounds that require extra healing. (And for the moment I’m not going to look it up… feels like cheating.)

So jumping forward back in the present, we beat the ochre jelly, we retreat to lick our wounds (OK, mostly Lo Mang and Dougie’s wounds) and bruised egos, and I guess we’re going to use one of the safer paths down into the dungeon next week. You know… like we probably should’ve done all along. 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 S2|35: Time To Pick A Side

Jason recaps the events from Three Ring Adventure S2|35: Captive Wonders.

Last week I was a little frustrated because the “have fun storming the castle” episode turned into making sure all our paperwork was properly filled out. I get that I’s had to be dotted and T’s had to be crossed, but it felt like a letdown.

But this week we actually head on over to the Celestial Menagerie to collect Mistress Dusklight – either in her entirety, or just her head if she wants to be feisty about it. NOW we’re talking.

And talking.

And talking some more.

Look, I recognize our team has a goal to do this with minimal bloodshed. It’s probably tactically smart to lead with a conciliatory approach because some of Dusklight’s crew may be unenthusiastic about getting killed to protect her. Taking that a step further, I even recognize that there’s an opportunity to siphon off the leavings of the Celestial Menagerie to improve the Circus of Wayward Wonders. Nobody ever said you couldn’t take advantage of a business opportunity while saving the world. So on some level, yes, I understand while they’re proceeding with caution and giving everyone a chance to surrender.

And OK, at a gaming level, every fight you avoid along the way is resources you don’t have to consume. There’s that too.

But at the same time… come on. If this was Edgewatch, those guards would’ve been thumped on the head, and that satyr would’ve been doing something anatomically improbable with that flute faster than Steve could get the “ROLL… FOR… COMBAT” sound effect queued up. Just Sayin’, as the Young People say.

But that’s OK because, at the end of the day, their approach seems to be working. The guards at the front gate decide that dealing with a pissed-off Hap isn’t in their contract and walk away. Probably a smart move, challenge #1 avoided. The satyr is kinda-sorta helping Mistress Dusklight, but still wants to avoid a straight-up fight, so he mostly resigns himself to being an annoying asshat. So basically he’s the Gibzip of the Celestial Menagerie. DO NOT give this guy a job if there’s a circus merge at the end of this mess.

As an aside, I have to give Rob P. a virtual pat on the back for his command of French, as pertains to the concept of an oubliette. Strictly speaking, it’s ANY dungeon with an opening only at the top, but I think Steve was right that the classic oubliette is a small one that restricts the victim’s movements. You leave someone in there to be forgotten… get it, get it? (Sorry… I took all this French in high school; I get giddy when it actually comes in handy.)

So yeah, the Passive-Aggressive Seder Satyr tries to sow discord and lead our team into a trap by promising a secret back entrance, but after indulging him at first, our heroes decide against buying what he’s selling and return to the frontal assault. But I’m still keeping one eye on that dude; I think at some point when things get REALLY hairy, maybe he jumps in as an active combatant and they’re gonna have to fight him anyway.

After a little more reconnaissance, we finally get a small scrap but it’s nothing special… just a manticore that someone set loose. However, it’s severely under-leveled and represents nothing more than an amuse-bouche. I will say I’d mostly been thinking about this confrontation in terms of the sentient humanoids working for Dusklight, so if nothing else, this was a good reminder that “menagerie” does imply the potential of wild animals as well.

Speaking of which, the creature tent where the manticore was stored also contained a dryad and a (caged) pegasus. The lesson of this encounter is that it’s not just a binary choice between “people who will run away” and “people to fight”. There will also be people (and sentient critters) who need to be convinced our heroes are the good guys. After all, I’m sure Dusklight has been filling their heads with all sorts of nonsense… which, OK, I thought it was funny that Hap leaned into it at first and hinted at a proclivity for cannibalism. So you have this dynamic of people who need to be convinced to be rescued (or at least get out of Dodge before the shooting starts). In this case, the dryad is borderline catatonic, but fortunately, Mistdancer harbors dreams of being a social media influencer and as long as our team can give it a stage to perform on, it’ll go wherever the winds are blowing. Once Mistdancer is convinced, he/she/it convinces the dryad to leave as well, so… two more friendlies moved out of the line of fire.

And OK… I don’t want to piss off Loren by saying this, but even if the only thing that comes out of this encounter is that we upgrade from a smelly old bear to a freakin’ PEGASUS… I mean, that’s an absolute win right there. What… I’m the bad guy for pointing out the obvious? (And we haven’t even gotten into the possibility that someone could take feats to bond with it and eventually have it as a mount.)

As we continue to explore, we get our last reminder of the challenges to be faced… we’re gonna have traps too!  In this case, it takes the form of a giant prize wheel that’s been beefed up to lethal levels, casting random spells each time it spins. (And continuing to spin regardless of whether anyone touched it or not.) So there’s one more toy to be dealt with, though that one is where we’ll pick it up next time.

So, OK, on the downside, it’s a bit of a short episode. On the other hand, this episode did manage to give us a good cross-section of the things we’re going to be dealing with on the way to the final encounter. It’s almost like a tutorial episode for the main assault. We’ve got friendlies, hostiles, cowards who can be convinced to run away, skeptics who need to be convinced to let our team help, environmental hazards… there are a lot of moving parts, but we now have a feel for most of them.

And then at the end of all of it, a boss, potentially with multiple subordinates. I think the real success or failure of this mission will depend on whether you have to fight them all at once, or whether you can separate some of them off… MAYBE even turn them without fighting.

The other question mark I find myself thinking about as this starts to unfold: where is Marcel and what role might he play in all of this? On one hand, he’s probably known this day of reckoning was coming, so you’d hope he’d have been working on some plan to turn some people against Dusklight when the time was right. On the other hand, Dusklight would ALSO see Marcel as leverage over the Varus siblings and a wildcard she couldn’t control, so might she have already done something nefarious to Marcel as part of the attack she launched?

I guess we’ll find all of that out in the next week or two. While you’re waiting, feel free to drop by our Discord channel or other social media and let us know what you think of the show. Thanks for listening and we’ll see you next week.

The Bird’s Eye View S2|19: Does Anybody Have A Map?

Jason recaps the events from Agents of Edgewatch S2|19: Friends in Low Places.

First, I’d like to start this week with an apology. I know I don’t really HAVE to – it’s not like you guys are going to stop listening to the show(s) or form a torch-wielding mob because the companion column comes out a day later than it should – but it’s wired into my own internal sense of ethics to do so. In this case, I was helping someone move this past weekend, and that screwed me up into Monday and I just hit a wall getting the column done.

I also wanted to start this week with a gaming-but-not-RFC-related aside, because it struck me as funny. I recently picked up Pathfinder: Kingmaker on the Steam Summer Sale. I’m not going to do a full review of a 3-4-year-old game, but basically, it’s half Neverwinter/Baldur’s Gate-style hack-and-slash with the Pathfinder ruleset; half nation-building sim like a Civilization game (part of the effort is building settlements to protect your lands). The real reason I mention it is this was my first exposure to First Edition Pathfinder in almost four years, and MY GOD I was not prepared for how lost I was. I tried to build out a magus… just a simple little rinky-dink Level 1 magus… and I might as well have been trying to translate markings on an alien obelisk. WHERE’S MY ABC SYSTEM? WHERE’S MY FREE ARCHETYPE? I GOT NO FIRE, KORBEN DALLAS!

On to this week’s episode, where we meet the kindly (as far as we know) cultist Dannicus. I have to admit at first glance, I’m more than a little skeptical about his supposed regret about joining the cult… I mean, what did you THINK a group called the Skinsaw Cult does? Boardgame night… “drop by for the Pictionary, stay for the disembowelings”?

I’m feeling (in-character and out) like you don’t get in with these guys in the first place if you aren’t a certain level of evil. Remember when we had to infiltrate the Copper Hand, right? We were all hand-wringy about how they might ask us to kill someone to prove our level of commitment, right? With the Skinsaw Cult, wouldn’t killing someone (heck… MULTIPLE someones) be right at the TOP of their initiation checklist? (See also: the recruitment scene from Blazing Saddles.) So when Dannicus talks about being disillusioned because the cable feed at the Skinsaw clubhouse doesn’t get out-of-market NHL games, I’m having a tough time buying that.

On the other hand, you can question the motives but not the results. The dude gives us a TREASURE TROVE of information. Almost cheat-code level stuff. We have full maps… not just a couple of rooms, but pretty much the whole complex. We have a sense of which entrances are guarded heavily and which we could sneak in without attracting much attention. We know – sometimes roughly, sometimes exactly – where all the bosses and sub-bosses hang out. We even get a hint on where the missing Greycloaks are: the Skinsaws fought them and they retreated in the direction of an area where garbage is disposed of. I mean, this is almost like buying the Prima Guide for the dungeon. (Prima Guide… anyone remember those, or did I just out myself as an Old Person again?)

To be serious for a second, you RARELY get this level of information going into a dungeon, and in fact, you USUALLY have to indulge in a little bit of borderline meta-gaming to get CLOSE to this level of clarity. “I know there’s only 2 or 3 rooms left because it’s a pre-drawn map grid and the remaining unexplored area is only 20 squares or so.” “I know there’s only one big fight left because that’s what the story cues tell me or because we’re pretty close to leveling.” But here, it’s all being handed to us on a plate, legitimately and in-game. As long as this guy’s not a plant leading us into a trap, this is quite the haul.

And we also pick up an additional side quest, as Dannicus’ friend Gubs is down there somewhere, and is equally disenchanted with the cult. The difficulty here is we don’t know whether he’s a prisoner or feigning loyalty to keep his head attached to his shoulders. Therefore there’s a chance we’re going to have to try to ID him in the middle of a fight, so we can mark him as a friendly and not accidentally kill him. It’s certainly realistic… cops have to do this in real life where they will be doing a raid, and an informant or undercover officer will be mixed in amongst the bad guys… but it’s going to complicate things just a little bit.

(Let me also just say right now that if we don’t get to use LOOKING FOR GUBS IN ALL THE WRONG PLACES as an episode title before this is all over, I’m going to cry.)

I did just want to mention by way of a reminder that our encounter with Dannicus came at the end of a full day of exploration. So even though this is a short episode, it makes sense that it’s time to retreat and regroup after talking to him. The good news is that the catacombs level we’re currently on is ALMOST completely cleared – we really only have that large portcullis (the one where the key/lever was inside the ooze) and the collapsed rubble path to the east of it, and we’re ready to go down into the cultist lair. Or maybe now that we have our map, we’ll just get right to it, though… as a group, we tend to hate leaving fires in the rear (especially if there’s any chance there’s loot involved).

So next week, we re-enter the catacombs, refreshed and armed with a much better map, and hopefully start taking the fight directly to the Skinsaw Cult! As always, feel free to drop by our Discord channel or other social media outlets and let us know what you think of the show. Thanks for listening and we’ll see you next week.

The Sideshow S2|34: A Funny Thing Happened on the Way to the Boss Fight

Jason recaps the events from Three Ring Adventure S2|34: A Time for Justice.

BAIT AND SWITCH!

Given how angry Hap was at the end of last week’s episode, and given the episode synopsis that it was time to “confront Mistress Dusklight”, I figured our heroes were going to roll right over to the Celestial Menagerie and start stomping some people. So the episode we got… it wasn’t BAD exactly, but it wasn’t what I thought we were going to get.

I suppose my first clue should’ve been the episode length. You almost can’t fight ANYTHING in an hour, much less a book-ending boss fight. If they’re taking on the entire enemy circus, that’s the sort of thing that ends up stretching over multiple episodes with a cliffhanger in the middle. I think we had a boss fight in Dead Suns that stretched over THREE episodes once.

I did enjoy the chaos of Hap trying to roleplay a solemn, dignified funeral service for Bardolph while everyone else was cracking jokes about the situation. OK to be fair, Rob T. seemed like he was straddling both sides of the fence, at times genuinely having Darius try to help out Hap, and at other times lobbing jokes with the rest of the crew. But it was a fun little interlude. NO, YOU CAN’T ARULA VOLDIK AN ENTIRE BEAR, ATERAN.

We also get an interesting bit of damage assessment – it turns out the attack was fairly specific about damaging the workings of a circus operation, rather than just being random violence (as it first appeared). As a result, the circus is going to be out of action for a few weeks, regardless of however the confrontation might shake out. At a meta-level, I suspect this drives the story action toward some combination of confronting Dusklight and finding the next aeon tower – if you can’t hold a show anyway, the party can go running off on an excursion. (Of course, knowing this group, they’re equally likely to spend half of it at Hamlin’s Hots instead, but we’ll jump off that cliff when we come to it.)

After cleaning up the aftermath of the attack and getting a bit of a rest, the team takes their evidence of Mistress Dusklight’s wrongdoing to the authorities. And now we get into territorial infringement issues, as the constable agrees their evidence is compelling, and… deputizes the gang to go arrest Mistress Dusklight themselves. OH GREAT, NOW THEY’RE COPS TOO. Because when a member of the business community of your town breaks the law, you really want to leave enforcement to the people who run a competing business. I don’t know how much due process is a Thing in Golarion, but they’d probably better kill Mistress Dusklight because this case is SO getting overturned on appeal. “As the Court first established in Gronnog v. Triumvirate Peacebringers…”

Along those lines, this also probably rules out bringing Kalkek to the final altercation. I don’t know my Inner Sea legal code, but siccing a barghest on bad guys is PROBABLY not proper law enforcement technique. (Did you know that was ALSO Gronnog v. Triumvirate Peacebringers? Bit of a landmark case, that one…)

Also, no you don’t get a Lawbringer Badge. THAT’S OUR THING. Then again, what the hell. My birthday’s coming up, maybe I’ll commission Sheppi for some artwork of Basil swinging around on a trapeze because TWO CAN PLAY AT THAT GAME. Extra sequins on the wings, please.

So now the team has the authority of the law and a warrant on their side; now they need to come up with a plan. There’s an initial mumble about trying to infiltrate the camp quietly, but it feels like Steve uses his GM magic wand to dissuade that a bit, with promises of guards and magic wards and stuff. Steve’s got that mode where he won’t just come out and SAY you can’t do it – and if you come up with something REALLY crazy he might even let you try it – but he’s broadly hinting it will ultimately be futile, so maybe just come up with something else.

So it sounds like more of a frontal assault is going to be the plan; it really boils down to infiltrating during a show, or just showing up at the front gate with a warrant and seeing what happens.

Our team dithers for a little bit on a decision and then decides they need more information since it appears the Celestial Menagerie has moved and reconfigured their camp recently. (Almost like they’re… you know… expecting retaliation and bracing for a counter-attack.) First up is Ateran, who summons Csillagos to do some aerial recon – we haven’t seen this ability used much, but a caster’s familiar can share their senses with their bonded person, so Ateran can see whatever the bird sees. That gives them a high-level map of the area, but not the finer details, so they also decide to send a couple of the minor circus-folk in as show attendees to get some ground-level recon of the area and report back. However, the situation gets a little more dire as those workers don’t report back at what should be the end of the show.

As the show winds down, we end up where we thought we were last week; it’s pretty much time to go confront them, isn’t it? I’m still a little worried because we’re not too far removed from the “party crashers” episode where the Celestial Menagerie’s B-team messed with their performance, and they could barely lay a finger on the second-in-command guy. It’s true they’ve leveled since then (maybe twice?) but still… add in Mistress Dusklight and her tin-can boy-toy and it’s gonna be a knock-down-drag-out.

So I guess we’ll see you back here next week for the big fight. Though listen closely Steve… if we get another episode of prep-work, I’m leading the listener riot myself. 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 S2|18: Watch Me Pull Tactics Out Of My Hat

Jason recaps the events from Agents of Edgewatch S2|18: This Hallway is Clean.

I think if there’s one thing I consistently marvel at, it’s how we manage to pull reasonably sound tactics out of what seems at times to be complete dysfunction. We bicker, we fight, we take little jabs at each other… and then we pull it all together and make things work. Part of the reason I’m marveling is we kinda-sorta did something similar during our live session, but this week’s episode is another good example.

As we start the episode, everyone is getting up in Chris’ business for running away – as usual – and then it turns into an almost comical race to the rear. “You be in front.” “No, YOU be in front.” But as it turns out, when you’re dealing with fairly slow, easy-to-hit creatures in the ooze family, kiting them from a distance is actually a pretty sound strategy as long as you have the right tools for the job, damage-wise. In fact, until the THIRD ooze joins in, they almost didn’t lay a finger on us. So maybe Chris is actually some sort of ooze whisperer and he’s just misunderstood in his own time.

Now, I have to admit Seth and I thought about pulling the big-brain strategy of splitting them and then destroying the smaller ones with area damage. IF you can pull it off, it’s kind of a rock-star move – since they split hit points, divide them into X smaller ones that are small enough to be one-shotted, and then drop the bomb on them. (Doesn’t hurt that oozes aren’t generally known for their outstanding reflexes.) However, it’s a fairly risky plan because what DOESN’T split… in fact, what MULTIPLIES is the number of attacks. And while they get physically smaller, they still hit with the damage dice and attack modifiers of the original parent creature. So instead of three attacks coming in at +13 or whatever, now you have 6. Then 12. Then… well, pretty soon after that you’re just dead.

It’s also still a little dependent on getting the math right on how many hit points you think they’re going to have. If you split one 120 HP into four 30-HP oozes, but then only do 20 points of damage, you’re dealing with four pissed-off but still live enemies. And even allowing for poor reflexes, there’s not much room for a random lucky saving throw. So maybe it’s just best to do this the conventional way and beat them down one at a time. One of the saving graces of oozes is that even losing most of your “extra” damage (crits, precision, etc.) they’re still COMICALLY easy to hit.

The conventional way proves to be a slow walk back down the hall we entered, with Dougie and Lo Mang chipping away in melee, while Gomez and I fire off spells. (This is one time where the bow doesn’t help because it would split them.) Simple, effective… all going according to plan, up to the point where ooze #3 jumps into the fray. At that point, we just can’t pile on the damage quite fast enough and the ooze is able to make things a little uncomfortable. Still, we eventually walk away with a win and the chamber is cleaned out.

In doing so, we actually pick up a few clues for our side quests. First, it’s not really a quest, but we find what is presumably the key to the main portcullis on the northeast side of the area. So there’s another area we’ll be able to explore. More interesting, we find that the ooze room sheds some light on one of our nagging problems, as it turns out to be the tomb of Frefferth and Polora, the uncorrupted versions of the headless horseman and his nightmare steed. Turns out they used to be dedicated heroes of Aroden who did all sorts of noble deeds. (OK, mostly the knight. The horse, was figuratively and literally just along for the ride.)

And we even begin to see how they might have been corrupted, as someone (wink, wink, probably the cultists) stole some sort of extra-large necklace from the statue of Frefferth. So this feels like Haunts 101… find and return the necklace, remove the curse/banish the corruption, right? And presumably, we’ll find whoever has the necklace as we continue our infiltration of the cultist base, so no need to make a special trip… just keep doing what we’re doing and pushing forward.

We find a small natural passage leading out of the room, and it leads to an observation deck, where we end on a bit of a cliffhanger. Figuratively, and sort of literally, since it does face out on the big central chasm. Here we find a small ledge with a member of the Skinsaw Cult who appears to be… friendly?

That’s unexpected.

First, I find myself a little confused about the pure logistics of this. How did this guy end up out on this ledge when the only point of entry APPEARS to be from the room that was full of oozes 20 minutes ago? Were the oozes recent arrivals and the guy got stranded on the opposite side of them? Do the cultists have some way to come and go while avoiding their attention? Or are we just missing other entrances and exits we haven’t discovered yet?

But also… what’s a nice cultist like you doing in a place like this? EVERY member of this cult we’ve run into so far has been completely batshit crazy. And now here’s a guy just inviting us to come hang on his porch and chat awhile. It’s VERY disorienting. And suspicious. Are they expecting us to show up and trying to plant a traitor in our midst, get us to lower our guard? Or is this guy legitimately someone who might be able to help us?

However this plays out, it seems like there will be an interesting story to tell, but I guess we’ll have to wait for next week for answers to our questions. 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 S2|33: Unbearable Aggression

Jason recaps the events from Three Ring Adventure S2|33: Chicken Fried Alhara.

This week’s episode was a bit of a ride.

First, we had the run-in with the fake xulgaths, and OK… I thought it was low-key hilarious that they (Hap in particular) moved right to “how are we going to incorporate these guys into the circus act?” and skipped right over asking them what the hell was going on in the Moonstone Temple. PRIORITIES, PEOPLE. I actually thought they might have been members of the opposing faction that had been abandoned as traitors. If you remember, I think Mistress Dusklight’s letter mentioned that there was a xulgath faction that opposed Sarvel Ever-Hunger’s plan; I thought maybe these guys were them.

But no, the truth was more interesting… they were face-changers who planned to kill the party and replace them. Well, it was more interesting for, like, five seconds until Hap nuked them all from orbit. And I’m torn about that.

On one hand, there’s a visceral GLEE in watching stuff just blow up and get one-shotted. Not gonna lie. Both the initial fireball and then the Hapdouken that took out the final enemy. Casters doing ‘splodey things are well worth the price of admission. It’s got the same sort of vibe one used to get from David Letterman dropping random objects off the five-story tower.

On the other hand, this had the potential to be a much more interesting battle, and it feels like a bit of an opportunity missed. Imagine a flowing multi-round battle where people would actually have to keep things straight and make sure they were attacking the right people each round. Imagine if our heroes had to make Perception checks as people moved around the room to see if they kept up with the changes. THAT would’ve been a cool fight, one I haven’t really seen before.

Heck, if Steve wanted to get nasty, he could’ve waited until Ateran and Darius left, until the party truly WAS split, and then have them attack Hap and Alhara four-on-two. Of course, if Hap had deployed the fireball and rolled similar damage, even THAT wouldn’t have made the fight last longer than two rounds, but it does feel like a fight that had some possibilities that we missed out on.

Whatever. We got the fight we got, which was Hap just nuking everything. And that serves to officially clear the Moonstone Temple, which means Ulthadar coughs up the diadem and instructions for using it in the waters.

(And here’s where I had the unhealthy fixation with the circus. I found myself wondering if the pool could somehow be incorporated with the circus act. Have the entire audience hold hands, link telepathically to whoever was using the diadem, and show the entire audience the end of the world as part of the show!)

So the pool (aka the security cameras of the Moonstone Temple) finally gives us some of the answers we seek, though some of it is what we already suspected. MONTAGE TIME! The biggest revelation here is that Sarvel Ever-Hunger basically got his plan FROM the Moonstone Temple itself. He learned of the existence of the aeon orbs and the Seat of Aroden from the pool. So that’s a bit of an “oopsie”. More importantly, we learn that there’s a way to recharge the stones and prevent doom from befalling the land. Our heroes have to visit all five towers (one of which, of course, is already done), interface with all five orbs and claim their vestiges, and then go perform SOME sort of ceremony at the Seat of Aroden to re-charge the protective link.

Speaking of which, I know one of the last images they saw was of someone performing the recharge. The gang took that to mean someone else is working on the same project. I thought that was either a) showing Aroden initially charging them in the past so they could see how it was supposed to work or b) MAYBE that it was showing a predictive future of THEM doing it – that they couldn’t see who was doing it because it was them, in the future.

So we know what’s what, the Moonstone Temple is clean and can maybe even be rehabilitated – though maybe walling off the place where the xulgaths dug their way in would be a good idea – and we’re JUST about to retreat to Hamlin’s Hots for a victory meal when battle sounds and smoke spoil the victory.

The Circus of Wayward Wonders has been attacked by Mistress Dusklight’s thugs! Damage to the circus, performers injured. Worse yet, Bardolph the Bear is DEAD! (Or is he? Will we get a Red Mantis version of Bardolph next week?) Frustratingly, Jellico and Gibzip are completely unharmed and free to annoy the shit out of Vanessa… but Hap’s first real friend is gone, and she’s on the damn WARPATH. Like… character-arc changes levels of anger. I really felt her anger, and I can’t wait to see where she goes with this.

I mean… one obvious choice is for Hap to go have a talk with Kalkek and cash that chip in. Hap spent all this time trying to get on the good side of that barghest, leaving it plates of food… “we’re gonna go over there to that other circus and kill everyone who wronged you; you in?” seems like a sales pitch it might go for.

(Of course with Dark Darius, and now Kill ‘Em All Hap, I am starting to worry that by the end of Book Six, our party will actually be the bad guys and someone will have to stop them. Maybe their travels will lead them to Absalom and the Edgewatch will deal with them. I dunno though; we’re already neck-deep in murderhobos as it is.)

I assume the logical place this leads is to a final confrontation with Mistress Dusklight and her tin-can bodyguard next week, right? (Plus whatever members of her crew are left over from the dance-fight when they first arrived in Escadar.) It seems like Dusklight wouldn’t do something this overt unless her mission had changed and she’s decided she has to stop our heroes for good. (Also, narratively, it just seems like maybe she’s run her course, and “rival circus” doesn’t really matter much when the end of the world is on the table.)

So my sense of things is we’ll be doing a circus-vs.-circus showdown next week but for keeps rather than show this time. Our party had a tough time with them the first time, and that was even before Dusklight joined the fray directly… how will they fare in the rematch? 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 S2|17: Catch And Release

Jason recaps the events from Agents of Edgewatch S2|17: A Tomb of Horrors.

So I started this week by taking on a little challenge. Steve was trying to figure out what the logic is behind making a roper so powerful, so I took a little bit of a deep dive into the stat block, and I think I figured things out. So let’s play “What Were The Designers Thinking?”

First, it turns out the tentacles are kinda weak. I know Dougie hit for something like 50 points of damage which makes them sound impressive, but that doesn’t mean they actually require 50 damage to destroy… it’s actually more like 18. So at the level we’re at, we should be able to take those out in one or two hits each. What’s worse. A boss beast with six minions that have 40 or 50 hit points, or a boss beast with six minions you might be able to one-shot?

And that gets us to the second part of the equation. The roper only has a movement speed of 10 feet. Meaning, once you get those tentacles down, kiting it becomes a trivial task if you’ve got ANY sort of open room for maneuverability.

And I suppose that’s the one thing complicating this battle… the fact that it’s hanging from the ceiling above a large drop. It would be one thing to kite this in a fairly open space where it was on the ground. But if you’ve got to fight it perilously close to a drop that could both inflict life-threatening damage and also split the party… that’s a bit more complicated. And frankly, if I was the roper and those annoying adventurers cut off two or three of my tentacles, I’d say screw it to collecting souvenirs and just start chucking them right into the chasm. Go down and collect trinkets from their corpses at your leisure.

Though… ALL of this could be wrong, because it’s possible this roper has a different stat block than the generic ones online. The reason I say this: generic ropers are vulnerable to electricity, not fire… so maybe this one’s a special Aroden-tainted roper or something. In which case, all of the above could be wrong. Maybe it’s also a really fast one with really strong tentacles and we’re just screwed if we try and fight it.

As far as the ruling that damaging roper tentacles don’t damage the creature. I have to admit that seems wrong to me in an “Anatomy 101” way, just based on how reality works. I mean, if you chop off one of my hands, yeah, I might be able to continue to function but I would suffer some pretty serious negative effects – shock, blood loss, you know the drill. Seems like the same should hold for roper tentacles. UNLESS you’re going to argue they’re dead cells, like sentient hair or something. Or unless the roper is like those lizards who just let their tail fall off and grow a new one if they’re caught. At the end of the day, it’s a fantasy environment so you can come up with a rationalization in either direction.

Now… I suppose I should mention that this “research” unintentionally makes me a very mild cheater. I got so interested in the academic puzzle of it that I didn’t connect the wiring in my head: as of where we CURRENTLY are, we haven’t beaten the roper yet. I don’t think it’s any great spoiler to say this, but there’s like 3 or 4 ways into the lower levels of this dungeon and we took a different way in, so we haven’t been back to visit our buddy. So… I guess technically I’ve looked at the stat block of a creature we haven’t reached a final resolution with yet. Bad Me… I hereby administer myself one slap on the wrist.

As for the “battle” itself, once again I end up in the back and am mocked for it. Sigh. I don’t know what to tell people… now that Basil has that bow, I’ve been feeling more comfortable hanging out in the rear with the gear. Seems like the smart play to take that first round and assess the situation before rushing in. If that makes me a coward, OK, though I’d also point out that at least I’m not running AWAY like Lo Mang.

I have to admit I’m a little surprised Steve let us talk our way out of this fight – especially with the language barrier – but I tend to forget how good Gomez is at the social skills, so maybe it’s legit. Or maybe the roper just doesn’t get a lot of visitors these days, and it’s lonely. Who knows? Though I like to think throwing a little fire near it helped out. I know that drew a skeptical reaction from my teammates, but that felt like the equivalent of firing a shot in the air. Think of it like the scene from Aliens where Ripley blasts the flamethrower NEAR the eggs just to let the alien queen what’s up. Gomez was the good cop; I wasn’t really a BAD cop… more of a neutral cop who just happened to have a source of fire on him… and wanted to remind the roper of that to ensure its cooperation.

Whether influence finally convinced the roper to let us go, we actually get out of the situation mostly unscathed… we lose a few trinkets from the lower end of our character sheets, but nothing that will harm us long-term. That said, I was a little miffed toward the end when we’d mostly extracted ourselves and Seth still wanted to lead it to the treasure room so it could grab a bunch of treasure that should otherwise be ours. WHY? THERE’S MONEY IN THE BANANA STAND, SETH.

So, OK… the path with the roper is closed off for now – even if we come back and fight it, we don’t have the key for the stairwell that lies beyond, and even though Dougie is re-embracing his status as a rogue, I’m not sure I trust him to pick that lock. But no big deal… that still leaves at least 3 or 4 unexplored pathways yet to explore. Granted the easiest choice would be to follow where all the tracks go, but our collective compulsive behavior means we’re going to clean out this level first and then explore elsewhere. It’s a thing we do.

We set off one more trap – cool, creepy hands coming out of the floor! – but it’s fairly easily dealt with, and that’s where we’ll leave things for next time. 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 S2|32: Nothing Brings a Family Together Like Murder

Jason recaps the events from Three Ring Adventure S2|32: How I Met Your Mother.

It’s weird. I’m having a little trouble thinking of something to say about this week’s episode because compared to the last couple of weeks, it’s so… ordinary. We’re back to making up new restaurants (Livestock In Linens!) and engaging in scatological speculation about the mechanics of aeon stones: I certainly look forward to the official Paizo errata that explains whether you still have to poop when using an aeon stone.

I mean, yes, the shadow of what happened to Darius still hangs over everything, but at least for this week, it kinda receded into the background a little bit and felt like a more “normal” episode.

This week’s show notes amused me a little because Steve’s GM thoughts and my player thoughts (from last week) about cheating death were basically the same, from opposite sides of the GM screen. I swear we didn’t cheat off each other’s papers… though maybe when you play in the same group long enough, I suppose it’s possible you developed a shared sensibility about how the game “should” work.

I think if there’s one takeaway from all of this, it’s this: if you’re a player, always put something a little bit supernatural into your backstory, just to give your GM something to play around with if your character should happen to die. It doesn’t even have to be a big obvious glowing birthmark; even if it’s just something subtle like “well, there was an ancestor on my father’s side who was rumored to have become a lich”… just SOMETHING that gives your GM some wiggle room.

Confession time: in our Edgewatch game, I actually created something like this for Basil. I won’t tell you what it is, but I’ll just say there IS a supernatural hook in his backstory that Steve could use if he needs to save my life at some point down the road. The only minor problem is that Steve hasn’t really been able to introduce it in-story yet, so if Basil were to happen to die before that happens, it’ll lack the ample setup that Darius had with the mark and Steve will have to do some serious dancing to keep it from feeling too deus ex machina. But we’ll cross that bridge if we come to it.

As far as to whether to come back from the dead or not… I can see both sides of that coin. On one hand, being able to go on this journey with a character and watch them change and sometimes become something you didn’t even expect is one of the best things about this game. You tend to remember the journey more than you remember any one particular roll of the dice. So you hate to walk away from a character you’ve put a lot into.

On the other hand… for a full adventure path, at the pace we play, that’s a 2-3 year commitment to playing the same character every week, and sometimes you get into a bit of a rut. Trying something new can be a bit tempting. I will say that Steve’s path forward, in this case, seems like a “best of both worlds” solution – Rob’s character will still be Mostly Darius but will do enough new things to give him a bit of a fresh coat of paint.

Back in the show, Darius naturally has questions when he returns to the land of the living, and Papa Varus is the most likely source of answers, so the gang sets up a meeting at Louder’s Chowder. We learn a few interesting things from this meeting. The first was not that unexpected – it turns out that Darius and Alhara’s mom wasn’t just “hanging around with pirates” or whatever story they were told last time; it turns out she was a full-fledged member of the Red Mantis Assassins, and when she was away from the family, she was off killing people. It’s interesting… in our group chat, the Circus Folk thought this was some big revelation; I just ASSUMED that was the case once Achakaek was in play. Second – and this might be the biggest revelation – the nature of the connection to Darius’ mark suggests that their mom might not actually be dead. And whether she is or not, Papa Varus just told the kids that to avoid uncomfortable questions. Lastly, there was a bit of a self-serving info dump about how their dad knew Mistress Dusklight was bad news and tried to rein her in a little bit over the years.

And here’s where I have to give Vanessa a lot of credit for her roleplaying choices. It’s tempting to play our characters as heroic, emotionally stoic people who kinda rise above it all and be the bigger person in all circumstances. “I’m a HERO, therefore nothing should phase me, even the betrayal of a parent.” But you know what… Vanessa played it REAL and I give her credit for that. She allowed Alhara to be mad at her father and call him on his bullshit. Because lying to your kids about their mother being dead is kinda crappy, and given what Mistress Dusklight has done JUST since they got to Escadar, his “reining her in” doesn’t seem like it accomplished anything, did it? (If this was him reining her in, how awful would she have been WITHOUT his influence?) It would’ve been so easy to just shove that all under the rug in the name of “family togetherness” and “let’s all rally around Darius in his hour of need”, and I applaud Vanessa for taking it to a place that’s a little rougher, but also a little more authentic.

For that matter, give I should give Rob T. a cap tip as well. It’s hard to put a finger on, but he’s playing “the same but different” really well so far. There are moments where he seems like Business As Usual Darius, and then he’ll throw in a moment where he’s cold and distant and he really conveys this sense that he’s not all the way there. I really felt it in his interactions with Hap, in particular.

So as we approach the end of the episode, it’s time to go back into the temple and clear out those last few rooms. (Loved Loren’s joke about punching the time clock. Sometimes it does feel that way, doesn’t it?) I guess next week we’ll get to see what the New and Improved(?) Darius can do in combat; hopefully, he won’t go full Suirad and start chopping heads off. 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 S2|16: Gotta See a Man About a Horseman

Jason recaps the events from Agents of Edgewatch S2|16: He’s Kind Of A Big Deal.

We join this week’s episode just in time for the first real fight of the dungeon. The skeletons were more of a warmup, and the encounter with the temple guards was almost more of a trap: as long as you weren’t dumb enough to stay in the room with them, combat could be pretty much avoided entirely.

This time, though, we’ve got Christopher Walken’s character from Sleepy Hollow to deal with. The initial read of the fight is that the guy on the horse is the heavy hitter, but the horse itself isn’t that formidable – it just adds that smoke debuff and gives the guy more mobility than he’d have on foot. Halfway through the fight, Steve mentions that it does have some sort of trample ability that might make it a more powerful foe, but we never actually get to see that.

Now, I’m at the back when the fight starts, and if I’m being honest, half of that was by design – now that I use a bow, I like hanging back a little until I can assess the fight – and if I’m being honest, the other half was that I was being a little slow in moving my piece. John pretty much ran halfway across the map, and I was moving along in 30, 40-foot chunks. As one of Bob Ross’ “happy little accidents”, this did mean I was too far away to get the fear effect from the rider or the sickness from the smoke. So maybe “tactical cowardice” has its place in the world.

The opening act strikes me as “good radio” from an action standpoint, but highly implausible from a physics standpoint. First, critical hit or not, I’m not sure I see a gust of wind blowing over a horse that’s capable of carrying an armored rider. There really probably ought to be some size restriction on that. But the rules say what they say, so itty-bitty mephit huffs and puffs and blows the horse down.

Also, there’s the matter of the steed saving its master from the fall. I’m not going to break out my old college physics text and do the math, but even with everyone’s turns theoretically happening simultaneously, I’m not sure 6 seconds (one round) would be enough time to re-summon a steed and stop the fall in a way SAFELY slows down the rider. DON’T THESE PEOPLE KNOW WHAT HAPPENED TO GWEN STACEY IN SPIDER-MAN? It’s far more likely the rider’s momentum would just pancake the horse and they’d both be dead. But whatever. Good radio. Moving on.

While the enemies are in freefall, we have to make a tactical decision, and for some reason, John wants to use this moment to run past the encounter and go further into the dungeon. I didn’t really get a chance to chime in as much as I wanted, but this struck me as a REALLY dumb idea. First, there’s bleeding encounters – what if we run into the next room, find another enemy who’s just as powerful, and then the headless horseman rejoins the fight as well. Even if that doesn’t happen… let’s say we go explore a while. Eventually – unless we find a PERMANENT base of operations – we’ll have to leave the dungeon to go rest up, and we’ll probably have to come back past this guy with far fewer resources to deal with him. So I was firmly of the mindset of “might as well take the fight now”.

Especially when you add in the POSSIBILITY of getting the temple guardians on our side. I have to admit I didn’t really think that would work, but it was worth a shot. I looked at it this way – if he’s a mindless “animal-instinct” level of undead, he probably wandered in there once before, got punched, and realized he shouldn’t go there again. If he’s got human-equivalent intelligence, he probably RECOGNIZES guardians of Aroden and knows to stay away from them. Either way, I do kinda doubt he’s going to charge right into the room. But it could still help us establish a defensive position, much the same way it helps to fight under your tower in League of Legends. If you stake out a position the enemy can’t or won’t enter, you can basically chip away with ranged attacks and then go in for the finishing blow on terms of your choosing.

That’s the theory anyway.

The one kinda-sorta problem was that Lo Mang and Dougie ran and hid behind pillars, which somewhat negated the purpose of trying to LURE the thing. For a lure to work, you gotta at least give the enemy some sort of target to chase, so unless it’s got supernatural radar of some sort, that means SOMEONE’s got to be in visible range. So that’s why I was standing out in the middle of the room like a dope at first – offering up a target. I’m not excessively brave, but I hadn’t taken any damage yet, so even if he’d gone full charge, I probably could’ve survived one round of attacks and then he’d be all the way into the killbox.

And wouldn’t you know it, once we start fighting with tactics instead of rushing blindly at things, it actually starts to go pretty well. We down the horse pretty easily, and while the boss is a little tougher, Gomez’s spells really make the difference here. One thing that was kind of exciting – though we really only got to SUCCESSFULLY use it once – was the Shared Strategem. Now that Dougie retrained into more of a traditional precision damage rogue, being able to use my bow to give Dougie flat-footed from anywhere in the room is going to be a big help.

So the horseman dies… but no cool loot, because he just disappears into mist. So I think there’s going to be some sort of “putting him to rest” side quest involved here. Given the theme of “corrupted catacombs”, I think maybe this guy was a former champion of Aroden, but either the Skinsaws activated him as a line of defense or the general corruption caused by Aroden’s absence turned him. Assuming that to be true, that sort of implies he’ll have his own burial chamber if he was a high-up muckety-muck, and maybe there’s where we’ll be able to figure out how to banish him permanently. And (cough) get his stuff (cough).

While searching around in the aftermath of the fight, we do find a tunnel leading to a different part of the dungeon, and there’s indications that this is how the Skinsaws are getting in and out. So if we want to go directly after them, that seems like the way to go. But between resolving the horseman issue and general “clear out the level” metagaming, we decide to investigate further along the horseman’s path to see if we can find clues about how to get rid of him permanently.

And OK.. we don’t find the horseman (unless his grave is behind that locked gate), but we do find another encounter. Which we’ll deal with 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 S2|31: Friend of the Devil

Jason recaps the events from Three Ring Adventure S2|31: O Brother, Where Art Thou?

In last week’s column, you might remember I played around with the whole “five stages of grief” thing. I’m pretty sure the real world is messier than that and grief doesn’t move in a straight line – you think you’re fine, the wrong song plays at the grocery store, and all of a sudden you’re tearing up while hugging a bag of frozen peas – but it made for a useful framing and did capture the different layers of shifting emotions about Darius’ death at the time.

Well, the funny thing is, over the weekend I had actually found my way to acceptance. Or at least I had managed to find some positives to introducing a new character. It would certainly have shaken up the roleplaying dynamic. What sort of character would Rob play, and how would the rest of the party react to this new person “filling Darius’ shoes”? It might have also freshened up the combat dynamics a little – I love Darius as a character, but his role in a fight is to stand in front of something and punch it. A new character might have introduced some new tactics. Maybe Rob would roll a TRUE non-human character – yeah, Darius and Alhara are half-elves, and now Hap has genie blood, but Rob could’ve really pulled out all the stops. (My suggestion: a boar-based beastkin who, to inject some irony, still loves bacon.) Also, out at the skinny end of the bell curve, part of me hoped Steve might let Rob brew a beta version of a Magus or Summoner since Secrets of Magic would be out by the time this aired (or close to it). Like he did with Alhara and the Swashbuckler when the show started.

So yeah, I had actually reached a point where I was willing to see the positives of a show that didn’t include Darius. Instead, the Reaper is cheated, and Darius lives to fight another day… but with a HUGE catch.

Now, let me step out of the story for a second and discuss “cheating death” as a general mechanism. My overall position is that the VAST majority of the time, death is death and shouldn’t be undone lightly, but I also think there ARE situations where you consider it, and maybe this was one of them.

Rule #1 is “play stupid games, win stupid prizes”. If the player gets killed because they were being reckless or stupid, they don’t get any favors. The GM should NEVER reward downright bad play. In this case, they had no way to know about the curse, and once they used the first round to figure out the golem’s “pattern”, their kiting tactics were actually pretty clever. Trip, run away, lather, rinse, repeat. Other than metagaming that it was an optional encounter and avoiding it entirely, you can’t accuse anyone of being reckless here.

Rule #2 is that sometimes you cut the players a break if the dice are REALLY against them – to borrow a phrase from poker, sometimes as a GM, you find a way to let them walk away from a bad beat. If we’re being fair, Darius’ death was probably in the middle. On one hand, it was a powerful creature so it had a high DC, and nobody told them to spend all their hero points. On the other hand, they had like five or six chances where a 15 or 16 (estimated) would’ve solved the problem, and couldn’t hit it. Mr. “I Took Stats In College But Mostly Slept Through It Because It Was An 8 AM Class” ran the numbers and the chance of failing ALL those rolls was 10 or 15 percent. That starts to get into the territory of “maybe the dice are cursed”.

I’m adding a Rule #3 based on how Steve handled this situation: if it can fit within the story, the player should have some choice in the matter. Maybe the player is actually ready to make a new character and doesn’t WANT to come back, or maybe they love that first character and would do anything to keep it. If you’re going to upend that apple cart, it’s probably a good call to have the player be on board.

Rule #4 is the big one. If you’re going to overrule death itself, it can’t be for free; there has to be a cost. Now “free” doesn’t have to mean money or losing a level… it just has to mean there’s some consequence. Even if it’s just a story/roleplaying consequence, where maybe people react differently to the character because something unnatural happened to bring them back.

And hot damn, here’s where Steve really pulled the rabbit out of the hat. And where laying all the roleplaying groundwork with the mark paid off.

First was the voice itself. As I joked in our group chat, Steve did such a good job with the Achakaek voice I ALMOST forgive him for the existence of Gibzip. I’m still trying to figure out whether Steve added some effects to the voice in post. If he did, that’s pretty cool. If it’s not, it’s just a testament to how good a job he did that I convinced myself he did.

So it turns out that Darius and Alhara’s mom was, if not a full Red Mantis Assassin, certainly an adherent of Achakaek, and must have passed some sort of protective blessing/curse… blurse?… onto Darius. So when Darius “dies”, he gets a VIP meet-and-greet with the bug god himself and he’s offered a diabolical choice. He can die and move on, or he can be brought back to life by giving up more control over the mark. And he would be doing this knowing the mark is a product of malevolent power.

And I mean… come on. Darius is Darius. He’s going to protect his family, and he’s one of those people who REALLY believes they can overcome ANYTHING. This stuff is hard-wired into him. So of course he’s going to accept the consequences of the curse and come back. So now we have Darius, but now with 30 percent more stone-cold killer. It will be interesting to see how that manifests going forward. (And as a “rubber meets the road” thing, I’m kinda curious whether Darius will have access to the full Red Mantis archetype, or whether the status quo will continue and the mark will continue to provide a few select powers.)

Before we move on, I wanted to commend all THREE of the group-mates for their excellent roleplay in this moment. It had to be hard to “go there” and play real grief, but Vanessa and Loren really pulled it off; it was really heartbreaking there in the moment. That’s not to disrespect Rob P. either – he had to play it more subdued because Ateran is someone who guards their emotions more closely, but I thought Rob’s choices of working through the intellectual puzzle of Darius’ death, wondering what they might have done differently, while still trying to comfort Alhara were well done.

Now, Darius’ death and return cast a pretty long shadow over this episode, but we did get one more intriguing little bit of lore dump when the party FINALLY gets around to reading “the letter” they found several episodes back. And as I somewhat expected, the letter sheds more light on Mistress Dusklight’s role in this operation, formally and finally painting her as Evil-With-a-Capital-E. She wasn’t just tomb-robbing and happened to bump into them; she formally helped augment the power of their rituals and – most sinister of all – helped round up surface-dweller sacrifices (presumably various townspeople of Escadar) for the xulgaths. So, I don’t know how Achakaek will feel about all of it but sounds like Mistress Dusklight needs to die sooner rather than later if she hasn’t left for Absalom yet.

There is one small silver lining in all of this. The letter does also hint at a xulgath faction that was opposed to what this group is doing. I’m not even going to TRY to spell specific xulgath names, but Dusklight’s letter mentions a diadem being damaged when knocked off the leader’s head during a battle with a fellow xulgath. So that raises at least a possibility that humanity may have some… if not allies, at least people who can be reasoned with… amongst the xulgaths. It’s SOMETHING to hang one’s hat on.

So this week, Darius rests and recovers and we all eat our feelings. Next week, we get back to work, whether that’s clearing the last few rooms of the temple, confronting Mistress Dusklight… or maybe they’re the same thing and it’s just a race for the diadem at this point. 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.

(Achakaek voice) OR ELSE…