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Agents of Edgewatch S1|26: Taking A Bite Out Of Crime

Bob Markee returns as Sharky the Mimic, who has a bad habit of eating all the evidence/monsters/Basil.

Roll For Combat, Agents of Edgewatch Podcast is a playthrough of the Pathfinder Adventure Path, Agents of Edgewatch starting with the first book, Devil at the Dreaming Palace.

Don’t forget to join our Discord channel, where you can play games, talk with the cast, and hang out with other fans of the show!

Become a supporter of the podcast on our Patreon page where you can help us while unlocking fun exclusive rewards for yourself!

If you enjoyed this episode, don’t forget to subscribe to the podcast. We would also love it if you would leave us a review on iTunes!

The Sideshow S2|13: Wine, Women, And Oh-So Wrong

Jason recaps the events from Three Ring Adventure S2|13: The Dating Game.

I’m going to go a little out of order this week and start with the elephant in the room: Darius’ big date night.

I was warned. I thought I was prepared. Turns out, maybe I was not.

“You think the birthday parties are something? Darius is going to go on a date, and it’s gonna get a little weird. Even for us.”

Graded pass-fail, I don’t think it was THAT outrageous. I mean, I was worried we were headed for “RFC After Dark” territory and the first NC-17 rating in our show’s history. I was wondering if Steve had commissioned cheesy 80s porno music, or even worse… (gulp)… artwork. And really… a few spicy double entendres and a “draw your own conclusions” ending was fairly tame as these things go. What we got could air before 11 in most markets. I think.

I think what was jarring, with the benefit of 20/20 hindsight, was having two people who had been playing Darius’ siblings for the previous YEAR play groupies five minutes later. That’s what made it a little weird for me – I couldn’t step far enough away from “Alhara and Hap” to be comfortable in the moment. And I wouldn’t want to put words in Loren’s mouth, but it seemed like she felt something similar, because while Vanessa seemed quite willing to go for it, you could sense an almost IMMEDIATE “what have I gotten myself into?” vibe from Loren. And her character Kat was the one who asked for the date in the first place. Vanessa was just the wing woman. (Theoretically. SHE WEREN’T ACTING LIKE IT.)

Then again… Door #2 would be 20 minutes of Steve and Rob T. flirting with each other, and while it’s probably something we would have been telling our grandchildren about, it would probably be for all the wrong reasons. (“Mom… why does grandpa curl into the fetal position and weep uncontrollably whenever you cook bacon?”)

Meanwhile, back in the more sedate world, we FINALLY meet Papa Varus. I have to admit I spent the start of this exchange a little distracted. First, Steve said “Marcel” but with the accent he chose to use, I got “Mario” and my mind went to about two minutes of “when do we meet Uncle Luigi?” and “your princess is in another circus!” jokes. But then he said the Celestial Menagerie would be leaving for Absalom to participate in the Radiant Festival, and I gotta admit I had “crossover episode” on the brain from then on. As did several people on our Discord channel, as it turns out.

Now, this is something we’ve actually idly speculated about before: that maybe we’d have an Edgewatch/Three-Ring crossover as a special live episode for one of the conventions or something. But now this feels like it went from an idle speculation thing to something that could actually happen in the day-to-day flow of the show(s) because it’s now officially established that our shows are in the same time continuity. (The Radiant Festival only happens every 100 years, so… there can’t be two of them.) Of course, the real dilemma will be that we’re power-gaming our way through while they’re stopping for everyone’s birthday, so by the time they make it to Absalom (if they do), our Edgewatch guys will have hit level 20 and retired from the force. Just Sayin’.

Of course, the question I asked the Discord channel: who is the Scooby-Doo gang, and who’s the special guest (Batman, the Harlem Globetrotters, etc.) in this scenario? Technically speaking we’re the ones that investigate crimes for a living, but they have the dog and circus folk are more likely to be living out of the fantasy world equivalent of a van.

Depending on your answer, the Freds would be Darius and Lo Mang (do orcs wear ascots?), and Basil and Ateran feel like the Velmas. That leaves our Shaggies and Daphnes. On the circus side, Hap has to be Shaggy because she’s besties with Riley, leaving Alhara as Daphne. On the Edgewatch side, Dougie probably gives me the bigger Shaggy vibes, which leaves Gomez as a very odd Daphne choice… but I’m not sure anyone else works better.

(Damnit… now part of me wants artwork of the various RFC crews AS the Scooby-Doo cast. Though poor Ateran in a bright orange turtleneck? Maybe not.)

Of course, we’re still getting a LITTLE ahead of ourselves. This all assumes that a) the Celestial Menagerie actually leaves (we’ve only got Marcel’s word for it so far), and b) our gang eventually has a reason to follow them to the capital. Though that one’s pretty easy: there’s always “in search of bigger crowds, and what crowd would be bigger than Absalom?” But hey… at least it’s on the table now.

Meanwhile… the Varus family reunion was a bit of a mixed bag. I liked the roleplay and the interactions with the group and particularly thought it was nice that he was kind and welcoming to Ateran. (Calling his daughter dumb… maybe not quite so much, even if it was playful.) On the other hand, the CONTENT of the meeting was frustrating because it actually raised more questions than it answered. We know that the mom was into some shady stuff out in the Shackles, and while she may still be dead, it certainly wasn’t the simple story Dad’s been telling all these years. We also get a promise to deliver more information about Darius’ mark, but… we’ll get that next time apparently. So this was the meeting to talk about what we’re going to talk about in the OTHER meeting. Great.

But hey, we finished off with an Old Woody toast, and any time Old Woody is in play, it’s a good thing. I would like to point out that turning blue (as Marcel did) was one of the original OW effects Ezrik suffered the first time he drank it, so that was a nice little throwback for me. (I think Ezrik also may have developed temporary scales, but they flaked off the next morning. The problem is I forget which effects were Old Woody and which were from the Numerian fluid.)

There is one other issue I wanted to raise about the whole dad thing. ALL this time, I’d just been assuming the dad was something Steve and the group threw in to create some roleplay drama. Now, it’s starting to feel like a legit plot driver, like it was written into the adventure all along. So… either Paizo wrote some really clever hooks into this adventure path, or Steve deserves an extra gold star for folding his custom content into the main story so “organically” that I legitimately caught myself thinking Paizo must’ve planned it this way. I’m honestly impressed. In other cases where we’ve had custom content, you could “see the seams” more.

At any rate, as the episode comes to a close, we have a nice little interlude between Alhara and Ateran where they finally get a place of their own (sorta) – doubly wholesome given the debauchery going on at the diner. And then, as the episode ends… a bit of a shocker. Mistress Dusklight herself walks into the “enemy” camp. For a non-combat cliffhanger, this one’s a doozy. Is she there to fight? Make peace? Papa Varus made it sound like they were leaving town soon, so is this “settling up old scores” or “burying the hatchet”?

But of course, I guess we’ll have to find out next week. As always, feel free to drop by our Discord channel and let us know what you think of the show. (A few of you already have.) Thanks for listening and we’ll see you next week.

Three Ring Adventure S2|13: The Dating Game

The Varus siblings finally track down dad and learn their family history has several skeletons lurking in the closet.

Roll For Combat, Three Ring Adventure Podcast is a playthrough of the Pathfinder Adventure Path, Extinction Curse, and the second book, Legacy of the Lost God.

Don’t forget to join our Discord channel, where you can play games, talk with the cast, and hang out with other fans of the show!

Become a supporter of the podcast on our Patreon page where you can help us while unlocking fun exclusive rewards for yourself!

If you enjoyed this episode, don’t forget to subscribe to the podcast. We would also love it if you would leave us a review on iTunes!

The Bird’s Eye View S1|25: What About Bob?

Jason recaps the events from Agents of Edgewatch S1|25: Pork Lo Mang.

Let’s be honest. This week’s episode is a mostly ordinary combat episode, but with one BIG surprise. The return of Bob Markee to Roll For Combat.

If you somehow managed to miss the two-year-plus Starfinder podcast that preceded this show, Bob was/is part of the original crew that launched our show when we did the Dead Suns campaign, playing the anti-hero Envoy Rusty Carter. But when we finished that one up, he decided he wanted to take a break from the gaming group. No falling out or anything like that; he just wanted to do some other things for a while. To be fair, this same iteration of the gaming group has been together for about a decade – Chris, Bob, and I have been the constants, and then we’ve had a different fourth (and occasionally fifth) join us here and there. Sometimes you gotta mix things up a little bit.

But when I heard Bob would be coming on to play Sharky for a week, it was definitely a welcome development. Aside from the general “it’s fun to have him around”, I can think of at least two specific reasons our table is better with him around.

First, he’s a little more toward the calm-and-diplomatic side of things like I am, which helps break up some of these pissing matches that occasionally arise. Don’t get me wrong: Bob has his own pet peeves – particularly about starting and ending on time – but getting worked up about a rule interpretation and letting it derail a session isn’t among them. He’s in the “we talk about it for a minute, reach a decision, and move on” camp like I am (unless someone dies, at which point you take time to stop and get it right).

The other thing is that he might be the best roleplayer among us, which adds an additional dimension to things. Even though it isn’t relevant to taking over an existing character, he comes up with some of the best character concepts. When I say “roleplay”, he doesn’t particularly do VOICES (I don’t think those work well with the all-online table anyway), but he really gets into the headspace of his character and figures out how that would affect his actions and puts some interesting and unexpected choices into it. Like, the part about Sharky just opening his mouth and waiting for the rest of us to feed him instead of just wading into combat: that’s a total Bob move. And he plays well off other players’ cues – I don’t think I told Bob in advance that Basil was wary of Sharky; he just kinda picked it up and ran with it. Though I suppose Steve might’ve briefed him a bit.

(If he were going to be here longer, I’d say the third main benefit of Bob’s return is that he always took the most thorough notes of any of us, but he’s probably not going to resume his stenographer duties if he’s just here as a guest star. So I guess that task still falls to me.)

The episode itself… is mostly taken up with the battle against the former adventuring party, and I LOVED that little twist. That ripple of horror that went up when Steve revealed it was them… that was a totally genuine reaction. I’d been expecting that we might meet some of the “officially” missing people like the zookeeper or Kemenelis, but I never thought that throwaway encounter from the first session would find a way to worm its way back in. And as deaths go… having your skin flayed off and turned into an undead creature is pretty viscerally awful. Unlike Seth, I don’t particularly hold us responsible in any way – our job at the time was to get them to calm down and leave the bar, and we accomplished that. But still… as “shocking” moments go, that one was right up there.

The fight itself ends up not being that tough for the party as a whole, but Basil takes a pretty good beating. Whatever… I was due for one. I did like the subplot of Sharky using Basil’s feathers as decoration… that amused me quite a bit. We heal up, and as usual, John is complaining about healing. I get some of his frustration, but I also feel like we’re a level or two from healing getting a lot more interesting. Remember that once we hit Expert in Medicine a) the DC15 check should be ALMOST automatic for anyone with a decent base score, and b) you can upgrade to a DC20 check to heal an additional 10 HP. Right now that would still be risky, but once that’s a little easier to hit, that would make after-combat heals go a lot smoother. Also, in different circumstances, there’s still the option of proceeding directly to the hour-long heal, but that’s not really a great roleplay choice during what’s supposed to be a hot pursuit.

Our next (and for this session, last) set of doors leads us to the room that resolves the ochre jelly mystery. Holes in the ceiling for the chutes from the guest rooms; hole in the floor contains the jelly. Easy peasy, lemon squeezy. I was a little miffed that John just wandered up to the edge of the pit, but then again, the existence of the net for fishing out valuables indicates there’s probably SOME way to operate safely within the room. It’s not like you can TRAIN an ooze, so even Pratchett would need a way to function in here. In an adjoining room, we find a makeshift smithing operation, which is pretty much designed for melting down valuables retrieved from the dead guests. Specifically, we gain evidence on our missing zookeeper (Archibald Knight) as well as one of the names on the general list (the ice wine merchant).

Now, look… I realize that maybe I’m reading a little too much into it, but I think the veterinarian’s whereabouts and intentions are still a little suspicious. For one thing, Knight hadn’t sent the breakup letter to his wife yet, so that indicates he hadn’t yet made a final decision about leaving her. And SOMEONE poisoned the animals, making it odd that she was away RIGHT when that happened. There’s also the fact that that digger went missing, almost as if the menagerie incident was cover for that. So I still think there’s SOME sort of thread to be untangled there. To be clear, I don’t think she was part of THIS: not saying she was in league with Pratchett and luring Knight to his doom; I think that part was picking the wrong hotel to shack up in. I just think there are unanswered questions and we still need to find some sort of more definitive resolution of her status. (I know it’s an old point and not relevant to the chase we’re on now, but wanted to keep it on the radar.)

So next week we resume the chase. I checked, and we’ll still have Bob with us for at least one more episode – never sure how the footage turns into finished shows – so that’ll be fun. We’ll continue to explore the torture workshop, hopefully, unravel the remaining mysteries, and maybe even take Pratchett into custody and end this nightmare. While waiting for next week’s show to arrive, 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.

Agents of Edgewatch S1|25: Pork Lo Mang

With the addition of Special Agent Sharky the Mimic joining the watch, we also add a special guest to play Sharky. This week we welcome Bob Markee back to the cast!

Roll For Combat, Agents of Edgewatch Podcast is a playthrough of the Pathfinder Adventure Path, Agents of Edgewatch starting with the first book, Devil at the Dreaming Palace.

Don’t forget to join our Discord channel, where you can play games, talk with the cast, and hang out with other fans of the show!

Become a supporter of the podcast on our Patreon page where you can help us while unlocking fun exclusive rewards for yourself!

If you enjoyed this episode, don’t forget to subscribe to the podcast. We would also love it if you would leave us a review on iTunes!

The Sideshow S2|12: New And Improved

Jason recaps the events from Three Ring Adventure S2|12: Fruit Scroll-Ups.

I’m going to start this week’s column with something of a personal note. Both because Steve mentioned it being Episode 52 and because it came up in a side conversation elsewhere. Confession time: I miss playing with this group. Because the fact that it’s been a year of Three-Ring Adventure means it’s ALSO been a year since Plaguestone signed off.

Don’t get me wrong. I still think it was the right call at the time. I was a little burned out at the end of Dead Suns and couldn’t see myself doing two shows at the time. Now, had I known COVID was going to do what it did and lock us indoors for a year, that might’ve changed my answer, but… that’s 20/20 hindsight, I suppose.

And I also freely admit I’m not as into the roleplaying as the rest of this group is. So in that sense, for the RP-forward show this is trying to be… I think the show is better without me than it would’ve been with me. Alhara and Ateran would be trying to advance their relationship with a tender moment, and I’d be the doofus dropping quotes from “The Office” into the scene like an asshat because that’s what I do. “This above all to thine own self be true…

All that said, I DO miss playing with these folks and I’m pretty sure I would’ve enjoyed playing with Rob P. for the first time as well. It’s a different dynamic from the Edgewatch group, but equally fun. Yeah, we’ve had Vanessa make a few appearances on the Black Lodge show, and we still have other opportunities to interact with each other (most recently, bumming around Valheim). But… yeah. Sometimes I’m reminded it would’ve been fun tagging along for this ride in particular.

OK… gotta say it. If nothing else, at least I would’ve played a non-human. My one continuing criticism of the show is that it’s a flippin’ circus… where weird is the coin of the realm… and half-elf is the most exotic party option they could muster? THINK OF THE T-SHIRT POSSIBILITIES.

So basically what I’m saying is that I may or may not be quietly shadow-leveling a Leshy (playtest) Gunslinger with a trick-shot act just in case an opportunity for a cameo arises. “They call me… The Salad Shooter (cue Morricone-inspired musical cue)”.

All right, now that I let that moment of sincerity run on too long and ruined it with jokes, back to the action.

First, we have the OFFICIAL revelation of our Level 6 heroes. Since I’m mostly action-driven, I’m staying with Alhara’s Attack Of Opportunity as the big news of the day. I miss Attacks of Opportunity so much. Though to be fair, I found Vanessa’s enthusiasm about taking circus lore genuinely infectious. I can appreciate that she sees the opportunity to dig in on the circus/RP side of Alhara, even if I’m just rooting for Reaction-Based Stick-Hittery at the end of the day.

The lore thing in general is interesting. It’s pretty powerful IN the right campaign. Think about it: it’s a skill where you get to automatically/retroactively level it up to Expert when you take it; that’s a potentially powerful thing. Look at Ateran IMMEDIATELY putting their newfound Aroden Lore to work within the same episode. The problem is, there aren’t a lot of campaigns/character concepts where you know a specific area of lore that’s going to continue to be game-relevant all the way through, while other stuff with more rubber-meets-the-road benefit is also hanging around out there.

Speaking of practical benefit… Basil is TOTALLY stealing the idea of an 8-hour Longstrider spell now that he has a Level 2 spell. I didn’t TOTALLY follow what Loren was trying to do, but it sounded like she was trying to filter Longstrider through her elemental powers to gain almost-unlimited Fly access? Do I have that right? Which… I’m not surprised there was a loophole she was missing. Based on other character builds they’ve been playing around with, they don’t seem to like to give out “free” flight until at least the teens.

After level-up, the next order of business is checking on the Kinder, Gentler Jellico Bounce-Bounce. (Though still neither kind nor gentle enough for Alhara’s liking.) So I guess he’s not as creepy as he used to be, but he might need to take a break and get back in touch with his old act because the malevolent spirit was doing the heavy lifting on his previous act. Personally, I have 10 bucks that says his new act is going to SUUUUUUUUCK. And possibly involve puppets. That’s my prediction, anyway.

We also have a brief interlude where we upgrade the circus itself with a larger tent. More seats, more anticipation, more money… it does seem like the next logical upgrade. I suppose the danger is that it could turn around and bite them in the ass if they don’t hit the new anticipation goal. More seats + missed anticipation = more EMPTY seats, or something like that. I did think it was odd that the Prestige would max out after one performance… maybe I don’t understand the system as well as I should, but wouldn’t that argue in favor of skipping Escadar and heading for a bigger town? Did the writers expect our troupe to fail more and arrive here with less Prestige in the first place? Or will there be ways to raise the Prestige cap while they’re here? Not going to lie: there are times when I still find some of this stuff a little confusing beyond “big numbers are better”.

The interlude with the locket was… interesting. Am I the only one who got similar vibes to Flora, Fauna, and Merryweather from Sleeping Beauty, or is that just me adding my own layers? Mentally, I’m putting them in matching red, blue, and green robes just to further the effect. The big payoff here was finding the location of the entrance to the Moonstone Hall, but we may get additional payoff down the road – both on the locket and on Hap’s origin story. Mermaid fountain in the wood-workers’ district. Which is always kept under guard. Innnnnnnteresting.

Aside: Kat… YOU. NEED. TO. CHILL. Much as I approve of things getting a little silly, I’m a little leery about this date tonight.

One general question: did we ever get any interaction with Aives? At some point we need to get more information about why he switched, what his act might be going forward, and such. I remember them talking about meeting him, but if it happened, I must’ve missed it or it didn’t make much of an impression either way.

As we end the episode, the team does a little bit of quick recon on the entrance to the hall, and then we reach an emotional cliffhanger (if such a thing exists) as it’s time to meet Darius and Alhara’s father. And that will be where we’ll pick it up 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.

Three Ring Adventure S2|12: Fruit Scroll-Ups

After a semi-successful show, it’s time to get back to business and find out more about this mysterious Moonstone Hall.

Roll For Combat, Three Ring Adventure Podcast is a playthrough of the Pathfinder Adventure Path, Extinction Curse, and the second book, Legacy of the Lost God.

Don’t forget to join our Discord channel, where you can play games, talk with the cast, and hang out with other fans of the show!

Become a supporter of the podcast on our Patreon page where you can help us while unlocking fun exclusive rewards for yourself!

If you enjoyed this episode, don’t forget to subscribe to the podcast. We would also love it if you would leave us a review on iTunes!

The Bird’s Eye View S1|24: Take A Literal Bite Out Of Crime

Jason recaps the events from Agents of Edgewatch S1|24: You’ve Got A Friend On Me.

My internal chronometer was thrown off a little by this week’s episode. I generally thought we jumped in more quickly, and SPECIFICALLY, I thought we had a special guest performer for Sharky from the moment we ventured into the basement. So some of the column I was writing in my head will have to wait for next time. Oh well.

I don’t want to beat a dead horse, but the big thing this week is Steve allowing us to take a long rest and level up. Strictly speaking, it’s not rules-compliant, but it is what it is. The usual ebb and flow of Pathfinder generally assumes an adventuring party that can proceed at its own pace; it’s a system that just doesn’t always handle being on a clock gracefully. And it’s not just the “cops” setting or even a Pathfinder issue; it was even an issue to a lesser extent back in Dead Suns as well, where we had infiltrated the enemy flagship and then holed up in a storage closet for 8 hours.

But what are the other options, really? The realism of the campaign breaks down entirely if you just shut down a hot pursuit for 24 hours (imagine being on the tail of Ted Bundy and just deciding to take a day off…), and if you “call for backup” and let other officers help you, your party members are relegated to supporting actors in their own story which doesn’t make you feel very heroic.

So Steve came up with the best compromise he could, which means we’re level 4 and fully rested. Really the big change for Basil was bowing to reality and taking Battle Medicine – that gives us a few chances to make those heal scrolls and potions last a little longer. I also took a wizard archetype feat that will EVENTUALLY give me first, second, and third-level spell slots… but for now, just a single first-level spell. So… add one blast of Color Spray to my arsenal.

Incidentally, this character is REALLY forcing me to rethink how I analyze spell choices. To summarize, the wizard archetype gets two spells (though they can still learn spells from other sources), and can only have one slotted at each level. Somewhere in the teens, there’s a feat you can take to get an additional spell slot, but for now, one spell per level is all I get. Under those constraints, I’m pretty much choosing for utility. I’m not going to say ZERO offensive spells, but I’m looking at stuff that hits multiple targets or has a duration or SOMETHING that makes it stand out over a single-target ping. In the grand scheme, a spell that deals 20 or 30 points of damage is a drop in the bucket, but if I can give Dougie and Lo Mang flat-footed for multiple rounds, that has legs. At later levels, I may even move toward non-combat options like Invisibility, Comprehend Languages, and other tools that will help the investigative side of the house.

But for today, Color Spray it is. USE IT IN HEALTH.

Next up is the recruitment of Sharky, which is another bit of rule-bending that I’m just going to chalk up to “good radio”. On one hand, Sharky DID critical fail against Seth’s intimidation, so that DOES mean he’ll be pretty compliant. (Strictly speaking, Gomez “controls” him for a week now.) On the other hand, I still think asking it to risk life and limb to go fight creatures would represent a greater danger than anything Seth’s intimidation implies, so maybe Sharky should get a new save or something.

The long and short of it is that one can come up with a rules reason why it’s a dumb idea, and I wouldn’t even argue it too strenuously. But from a standpoint of making things FUN, it’s an absolute winner. It introduces a new dynamic to combat, it makes the party a bit more survivable, and as you’re going to hear next week, it lets us bring some old friends back into the fold for a visit.

So for the immediate future, bring it on. The Avengers have a Hulk; we have a mimic. Though Basil’s going to be keeping one eye on him the whole time.

Which brings us to a little bit of a dilemma. You’ll remember a few weeks back I wrote about feeling a little frustrated about the teasing at Basil’s expense. (The jokes about the fingers resembling worms.) Yet this week, I was pretty much doing it to myself: jokes about Basil “tasting like chicken”, jokes about Basil being distracted by shiny objects. So what’s the difference that makes this time OK?

I think it comes down to two things, though maybe they’re two aspects of the same basic thing. First, I think most of the teasing was about my character’s actions, not the character itself. Setting aside Basil, another thing I’ve noticed about when we tease each other is that it’s usually based on things we DO: Chris always demanding healing, John playing a tanky character, and then complaining about having to actually trade blows and take damage. In this case, I CHOSE to play Basil as wary of Sharky’s intentions; that was a roleplaying choice on my part, so I can’t really fault other people for then reacting to that roleplay choice as they see fit. If their response is to pile on and make jokes about Basil looking like a good snack or whatever… I kinda invited that reaction. Also, I think there’s something about self-deprecating humor… it’s easier to laugh along with something when you’re making the jokes yourself.

So we head down into the basement – for real this time – and we face off against the pickled punks, which has the feel of a classic “stretch your legs at a new level” fight. Paizo tends to put these fights in their adventures; they know roughly when people are going to level, so they usually give you a fairly easy fight out of the gate to figure out how the new tools work before throwing anything too difficult at you. The punks don’t hit that hard with their initial attacks, and don’t even have THAT many hit points (a little more than a one-shot, but most of them didn’t last more than two hits); the only real danger there is the persistent damage if you leave them attached for too many rounds (or get too many of them on you at once). But we manage the fight fairly effectively, and it’s pretty much a walk in the park.

So… the rest of Murder Hotel’s Inner Torture Sanctum is going to be that easy too, right? Please?

Guess we’ll find out 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… with a very special plus-one!