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Agents of Edgewatch S2|20: Tactical Retreat Experts

The Agents have a detailed map of the catacombs, rested, and geared up… time to rumble (and fall into trouble)!

Roll For Combat, Agents of Edgewatch Podcast is a playthrough of the Pathfinder Adventure Path, Agents of Edgewatch, and the second book, Sixty Feet Under.

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!

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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.

Three Ring Adventure S2|35: Captive Wonders

The heroes manage to sneak into the Celestial Menagerie, but it looks like they were expected.

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 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.

Agents of Edgewatch S2|19: Friends in Low Places

After days of killing monsters, discovering a chatty cult member was the last thing the Agents expected to meet.

Roll For Combat, Agents of Edgewatch Podcast is a playthrough of the Pathfinder Adventure Path, Agents of Edgewatch, and the second book, Sixty Feet Under.

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|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.

Three Ring Adventure S2|34: A Time for Justice

It’s time for the heroes to confront Mistress Dusklight in her Celestial Menagerie and gain some long-overdue justice against the evil ringmaster.

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 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.