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Agents of Edgewatch S2|33: Oh-Oh, Here She Comes

The Skinner might be down, but she’s not out of the fight yet. It’s time to bring out the special moves!

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!

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The Sideshow S3|08: Think Outside the Bag

Jason recaps the events from Three Ring Adventure S3|08: Nobody Expects the Alhara Inquisition!

Sorry, dear readers… a little late this week. I was a little bit under the weather earlier in the week and have been playing catch-up ever since, while also still operating at about 85 percent.

This week, we offer our salute to unorthodox tactics on Roll For Combat, as our team pulls all sorts of interesting tricks out of their collective hat, starting with the continuing bag of holding exploits from last week.

It’s funny… on at least two occasions, Loren asked Steve if he wanted to get into it about the bag of holding. She didn’t get a chance to, but I have a few questions.

First… how big is the aperture of a bag of holding? Are we talking coin purse or potato sack here? I know the extra-dimensional space on the INSIDE is big enough to accommodate a humanoid but is the opening big enough to stuff said humanoid in there in the first place? Or is this going to be like trying on skinny jeans where Darius gets in up to his meaty thighs and gets stuck? This seems to have been somewhat glossed over.

Also, what’s the experience like being inside an extra-dimensional space? OK, we’ve established there’s air in there, so a character won’t die, but that’s a pretty low bar. What about the mental strain of being inside a really freaky sensory-deprivation tank?

For a real-world example, there’s an anechoic chamber at a place called Orfield Laboratories in Minnesota. It’s a room that has so much sound-deadening material that the ambient room noise measures negative decibels. It’s so quiet you can hear your own heartbeat. It’s been reported that the longest anyone’s ever been able to stay in it was 45 minutes, and some people LITERALLY have trouble remaining standing because the lack of noise is so disorienting.

And that’s just sound deprivation. With the bag of holding, there’s no light, unless you brought it in with you. No ambient noise. Even if you have light, there may not be any other objects to look at or judge distances against. Heck, you may not even be experiencing gravity or having any surfaces to rest against… you may just be floating there. I feel like it might be – excuse my French – a bit of a mind-fuck, and the realist in me would want the players to make a saving throw that they don’t get REALLY disoriented. (Or, given this show’s fascination with the scatological humor… poop themselves.)

But whatever. Our heroes aren’t going to be in there that long, so we’ll hand-wave it. So we begin Attack Pattern Delta, and things start to go awry almost immediately.

First, we have Alhara coming out of the bag earlier than everyone else, thereby exposing herself as the only target for attacks for the majority of the first round. The early bird gets… a face full of acid and javelins, apparently.

And then one of the xulgaths gets a lucky shot in and knocks Hap out of the sky.

For a second I actually thought Hap was in serious trouble. But two things. First, fall damage, in general, isn’t THAT bad in Second Edition: half the distance fallen over 5 feet. So a 30 foot fall is only 15 damage, which is really just an extra attack’s worth. Second, Hap has a feat that lets her take an extra 20 feet off the top, so for her purposes, it was a much more modest 10-15 foot fall. So… Hap stubs her toe and we move on.

Just as a thought exercise: if you think about it, to die IMMEDIATELY in a fall, you’d have to fall (roughly) 4 times your hit points in distance. You need to get twice your total hit points to trigger the massive damage death rules, so to get twice your total hit points, you’d have to fall four times your total hit points in distance. However, I suppose it wouldn’t have to be an insta-kill; you could fall enough to go below zero and just not stabilize in time. So OK.. TWO times your hit points could kill you; FOUR times your hit points automatically would. Moral of the story? Stay away from 200-300’ cliffs, kids.

(Sorry… how high are these aeon towers again?)

After the early hiccups, the team regroups and we come to the unsung hero of the episode, wall of fire. Wall of fire is shaping up to be a rockstar. In our Edgewatch campaign, Gomez makes a lot of use of flaming sphere, but it’s really kinda wimpy because it only does damage on the caster’s turn. So the one thing you’d really LIKE it to do – restrict battlefield movement – it doesn’t really do.

But wall of fire? Oh does it ever restrict movement. Full damage if you go through it at all. AND as an added cherry on top, concealment from one side to the other, which saved Ateran’s bacon on at least one occurrence already. (But ohbytheway, no concealment for Hap. Genie-kin powers… ACTIVATE!)

And then we get to the best part ever: Darius throwing xulgaths THROUGH the wall of fire, off the platform. I have to admit I had the biggest smile ever while listening to this. First, there’s just the physical imagery of Darius picking up a xulgath and just tossing it 30-ish feet; I assume the feat name “Whirling Throw” implies it’s like an Olympic hammer toss where Darius spins around a few times before launch. So it’s already a hilarious picture. But then I also love it when you get stacking damage from multiple sources – oh here’s 4d6 from this, and another 3d6, and another 3d8 because screw you, that’s why.  It’s like hitting up the toppings bar at a frozen yogurt place: “you want Reese’s Pieces too… screw it, let’s have some Reese’s Pieces!”.

For the record, in a transparent attempt to appeal to a younger demographic, this technique will now be known as “Darius’ Yeets Of Strength”. That’s right, I speak fluent Young People.

Now, we’re having fun and all, but the bad news is this is all barely scratching the surface. There are 10 xulgaths, and they’ve each got a lot of hit points. Hap managed to fire off a fireball that did a net 200+ points of damage, and it’s still only kinda scratched the surface. So although we’ve had a little fun at the xulgaths’ expense, it’s still a touch-and-go question who’s actually going to win this fight.

And that’s where we’ll pick it up next week, with the conclusion of the big brawl. 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 S3|08: Nobody Expects the Alhara Inquisition!

The tower is calling, and the RFC Crew have a plan of attack, but things don’t quite go according to plan (as usual).

Roll For Combat, Three Ring Adventure Podcast is a playthrough of the Pathfinder Adventure Path, Extinction Curse, and the third book, Life’s Long Shadows.

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|32: Skin in the Game

Jason recaps the events from Agents of Edgewatch S2|32: That’s How They Getcha!

Finally, we get to confront the Skinner this week.

One thing that’s a little bit weird: the Skinner is supposed to be the Big Bad of this whole cult, but after fighting Tyrroicese last week, she doesn’t feel THAT scary. I suppose it’s kind of an “if it bleeds, we can kill it” vibe – the Tyrroicese had all sorts of resistances, while this is “just” a person with pretty-much humanoid minions, albeit undead ones.

Now, OK, that’s an oversimplification. The other side of that coin is that Tyrroicese didn’t really have much in the way of special attacks: it hit really hard and it summoned oozes, but that’s pretty much all it did. Meanwhile, who knows what this lady has up her sleeve. (Other than a really large meathook on a chain. We know about that part already.) So what she lacks in exotic defenses, she might make up for on the other side of the ball.

Part of the confidence may just come from leveling. More hit points, better attack bonuses, and a few new tricks up everyone’s sleeves means we’re that much more survivable. Now, Basil didn’t add much at Level 9… or at least not much that will be useful in combat. It may come in enormously useful once we get back to investigating things. But for now, I’ll just have to live with being incrementally better.

Speaking of leveling, I kinda got the vibe that the main reason the Graycloaks volunteered to go with us was to create a reason to delay going back in immediately; in other words, to create a story reason for us to level up. Not that we WERE going to go back in immediately, but Steve kinda (lightly) forced the issue with that. Yet, for bringing all these extra bodies, it’s not like they sent a Graycloak team into battle with us, they just came along for… traffic control? A little weird. Doubly so since they’re the supposedly-hardened veterans and we’ve been on the job for 2-3 weeks. But whatever… DISBELIEF, SUSPENDED. We’ve got Graycloaks manning the Gatorade cooler to our rear. Down we go to the lower level.

The first thing that stands out about this battle is the “lollipop” logistics of the map. The stairwell terminates in a roughly circular room, then there’s a long diagonal hallway to the southwest, headed toward the room with the blood pool. So the good news is it makes a natural chokepoint for Dougie and Lo Mang that should be pretty easy to hold. The bad news is that – at least until Dougie and Lo Mang push down the corridor a little – it makes it a little tougher for me and Gomez to get clean sightlines for ranged and/or spell attacks. The stairwell in the center of the room precludes just taking a straight shot down the corridor, so you have to angle in on either side, which doesn’t always lend itself to a good shot. (And in the case of my bow, certainly doesn’t provide 30’ of distance to avoid the -2 penalty for volley.) And if you want to switch sides (on a clock, moving from 11 to 7 or vice versa), you might have to run all the way around the stairwell to the opposite side. So it’s a SAFE place to start combat, but it’s a tactically inefficient spot as well.

And, OK, the second thing that stands out was Chris dropping the “we’re here to collect your taxes” line on her. It felt like something out of the Lethal Weapon series. If we’re gonna be cops, let us be wise-cracking 80s cops, I guess.

So combat starts, and at first, things are actually going fine. Better than fine, when you factor in the fact that Dougie’s slashing weapon does EXTRA damage against the minions. They don’t seem especially hard to hit, their hit points are… tolerable: I wouldn’t call them easy, but the first one went yellow after one round, so not ridiculously hard either. (There have been creatures where we load a full round of attacks on them and they’re still green.)

Things get even better when I land one of my best bow shots ever on the boss when she finally comes down the hall to join the fight. Seriously… 60 points on one arrow? I love my sword-cane as a roleplaying device, but if I can land those kinds of shots consistently, I may have to hang it up and become an archer for good. (The clear next step will be to add a property rune to the mix.)

But then the Skinner finally makes her way down the hall and reminds us this is going to be a real fight. First, an attack. Not a special attack, but still… crazy to-hit bonus, big damage… she’s a piece of work. And it does put it in the back of your mind to worry about what other tricks she has waiting for us. And then we see the real hidden power of the blood pool, as she manages to feed off one of her minions to heal herself. That’s right… they’re walking, punching healing potions that only she can use, and my 60-point arrow (Mostly? ENTIRELY?) falls by the wayside. Lovely.

So the real question is how to tackle the fight going forward, in light of this new information? She’s got three juice boxes left, one of which is decently damaged but the other two are mostly untouched. So the question is whether to focus on the boss or the adds. The “boss” school of thought suggests that if you just keep piling damage on her, either a) forcing her to heal will suck up actions that she’d otherwise use to attack, or b) MAYBE you power through and kill her outright because she just can’t keep up. Also, making her heal is the equivalent of getting a one-shot kill on the minions, and that’s almost certainly more efficient action-wise than fighting them ourselves. On the other hand, the minions are the softer targets – easier to both hit and crit – and once we take care of them, we only have to grind her down to zero one time and it’s over. Also, this is more speculative, but is the amount of the heal dependent on how many hit points they have left? Maybe we don’t have to kill them entirely; maybe if we take half their hitpoints, the heal is only half as effective or something.

Or, knowing us, we’ll probably just hit whatever is in front of us until a strategy emerges from the mess. That seems more like our modus operandi. So be sure and come back next week to see if we can pull it 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.

Agents of Edgewatch S2|32: That’s How They Getcha!

The time come, the Agents are finally ready to defend to the lower levels and face The Skinner once and for all!

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 S3|07: Excuse Us for Dropping In

Jason recaps the events from Three Ring Adventure S3|07: The Tower? The Tower? Rapunzel! Rapunzel!

OK, can we all agree that Mistdancer needs her own show? Adventures Of The Passive-Aggressive Pony!

I suppose before we get to that, I wanted to back up and talk a little about Steve’s show notes, and specifically about occasionally “steering” the party. I’d absolutely like to go on record as being in favor.

I think some of it – maybe a LOT of it – is being older and having responsibilities: job, kids, fight clu… never mind that last one. I think when we were younger, just screwing around and seeing where the adventure takes us was a much more viable option. As you get older, you want to make those game sessions count… you want to feel like you did interesting things and moved the plot forward. If you look up at the end of a session and all you did was talk to NPCs for three hours, it starts to feel a little like you could’ve used the time better doing other things.

I will say that in the world of doing this as a podcast, Steve doesn’t usually put a STRONG hand on the rudder unless there’s a solid reason grounded in show logistics. I think there was one session where he pushed us to explore in one direction because he hadn’t had a chance to build the other wing of the dungeon in (at that time) D20Pro. On another occasion, it was because we were trying to wrangle a guest appearance, and he didn’t want us to meet the NPC the guest would be playing until the next session. Another common one is time management: recognizing that the door on the left starts a big battle that will take 2 hours, but we only have 15 minutes left. So part of the thing is to trust that there’s a method to the madness.

The other thing is: as much as he may claim his control of the story as GM is absolute, he will rarely say no if we absolutely insist. (Which probably did happen once or twice in the pre-podcast days.) Yeah, he’ll try and talk us out of it, and he may ask for some time to re-tweak (which is probably just downing a shot of Jim Beam and questioning his life choices), but if we ever really dig our heels in and say “we REALLY want to do things in this order”, he’ll figure out a way to make it happen. He’s good that way. But honestly, we’ve got a decade-plus of trust accumulated: if he asks, there’s usually a good reason, and it’ll usually be the choice that leads to the better session.

So anyway, back to Mistdancer. Holy crap, did this turn out to be entertaining. Mistdancer throwing a tantrum about her spot in the show was hilarious on its own merits, but at the same time, it was also kind of touching that Hap’s motivations were to protect Darius’ reputation and make sure he didn’t get blamed for the scheduling issue. So you had this nice little scene going, and Hap got JUST up to the point of apologizing, and then this little competitive impulse wormed its way in and threatened to undermine the whole thing. So they argued for a bit, and then it took another turn as Hap changed gears, took another run at sincerity (mixed in with a little food-based bribery), and broke through to a place where maybe she and Mistdancer can work together going forward.

Though OK, when Hap tried to get on Mistdancer’s back, I was legitimately worried that Mistdancer was thinking about flying her up into the air and dropping her. Wouldn’t THAT have been a twist… murdered by one of the circus’ own support acts.

I was thinking a little bit about Hap’s use of the creation spell. At first, I was thinking: wouldn’t a bouquet made with creation taste wrong? But then I re-read the spell description, and “vegetable matter” is the one thing it does well, so as long as you’re sticking to fruits and vegetables, you’re probably OK. I suppose if you tried to create something that’s supposed to be meat, you’d get an Impossible Burger. I did wonder a little bit about what happens on a biological level if you eat created food. Since the spell duration is only an hour, do you all of a sudden become hungry again? (OK, let’s be honest: the real question is DO YOU STILL HAVE TO POOP?)

So the circus heads up the road to Matten Cleave, and though it would’ve been hilarious to have the circus attacked by bulettes, they arrive safely. (OTOH, a bulette attack might have resolved the Mistdancer issue once and for all. While the circus starts setting up camp, our team does their first excursion out toward the tower, where we find even more drastic visual evidence of the blight that’s messing with the area.

And here’s where Ateran reveals a new trick in their book… the prying eye spell. And OK… holy crap is that a cool spell. (And it’s got an arcane version too, so yes, I’m already considering adding it to Basil’s toolbox.) As Rob said, its initial cast has to be within 500 feet (and visible), but once cast, there is NO range limit, beyond how far you can reasonably get with a move speed of 30 feet. Pretty amazing, especially if you were to tie it to a character with low-light or darkvision.

So Ateran does their recon, and we get a sense of the exterior approach and the mouth of the tower entrance. And here’s where things take a turn for the loopy. We start with a sort of conventional idea: have the Varuses sneak up while invisible, have Hap nuke the site from orbit, and then have the Varuses drop their cloak start smacking whoever is left. (Gowron approves of this plan, BTW.) But there’s a problem with this plan. Darius and Alhara can advance while invisible, Hap can cast from within 500 feet, but that doesn’t leave Ateran with much to do.

And that’s where things get silly, as a new plan is hatched. We call this one the “Delivery Drone”: we load Darius and Alhara (and maybe Ateran too… I wasn’t 100% sure if he was included) into the bag of holding, fly over the xulgath encampment (maybe Hap is invisible, maybe not), and literally drop the melees on top of them. It’s dangerous and foolhardy, and I absolutely love it. THIS HAS TO HAPPEN.

Unfortunately, the episode ends before we can really get to it, but it looks like next week, we’ll officially be back on the main quest, beating xulgath butt and cleansing aeon towers. Should be fun to see how our team does. 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 S3|07: The Tower? The Tower? Rapunzel! Rapunzel!

After performing a (mostly) successful show, the RFC Crew decide it’s time to punch some dinosaurs – onto the tower!

Roll For Combat, Three Ring Adventure Podcast is a playthrough of the Pathfinder Adventure Path, Extinction Curse, and the third book, Life’s Long Shadows.

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|31: Let Me Be Blunt

Jason recaps the events from Agents of Edgewatch S2|31: I Have a Bad Feeling About This.

So it seems like this week, the main story is us doing something stupid. (I know, right? Big shock.) We managed to get through Tyrroicese, but we ultimately made the fight harder than it needed to be by not bringing our blunt weapons to the party and not optimizing our use of the one source of good damage we brought along: the aligned oil.

Well, OK, I made the mistake. Lo Mang has fists, Dougie has a shifting weapon, Gomez casts spells. So it’s me we’re talking about here.

So I’m going to go ahead and break down what happened there. There are parts of it that I’m absolutely willing to defend as “the right call”, and other parts where I’m quite willing to say “yeah, I screwed up”.

First and foremost was just the lag between doing the initial research on Tyrroicese and actually fighting it. One would have to go back and see EXACTLY when it was, but in real life, AT LEAST a month passed… maybe closer to two… between first doing our intel-gathering and actually fighting. (In addition to the episodes themselves, I think this was around GenCon/back-to-school/etc. so I believe there was a week or two where we didn’t play.) So “vulnerable to good” managed to stick in my brain all that time but “you have to use blunt weapons” did not. So, 20-20 hindsight… maybe we should’ve refreshed our research or taken more complete notes the first time. “Defense will stipulate” as the courtroom shows say.

I’ll also admit that there was a bit of an emotional reaction to John (in particular) grousing about the cost of the aligned oil. My attitude was “we’re cops, we’re supposed to save this person; if spending a little money wins the fight, that’s what we need to do”. In particular, the point at which I’d already said I would pay for it and John was still calling it a waste of money was the point at which my pride got in the way of my decision-making just a little bit. I decided inside my own head that I was going to do 800 good-aligned damage so I PERSONALLY could prove that it was a good idea, and at that point, the idea of buying it and giving it to someone else (Lo Mang) became a non-option. Though in truth, a hasted Lo Mang could’ve done more attacks (up to 5 if he doesn’t also have to move) than I could.

Now here’s the part I will defend as sound tactics. That thing hits HARD – and my armor class is a few points lower than theirs. It was going to hit us; it was going to CRIT us. So the general intent of putting the aligned oil on a ranged weapon was to create a consistent damage stream that wasn’t likely to need healing unless/until other things went wrong. Dougie and Lo Mang might have to disengage to heal, or they may lose a round or two if they got dropped, while I could stay out of the fray and just plink it down with arrows. At worst, I would lose one action each round tweaking my positioning for optimal range. I even had an expanded version of the plan where I got up onto the catwalk and shot at it from there, but that would’ve required losing a round or even two in transit.

So there’s a tactical level on which the plan was sound, if I’d just remembered to bring some blunt arrows. I did create “a consistent damage stream”… that consistency was just 10 damage per shot instead of 25 or 30.

And that’s the other thing. When you take out all the OTHER stuff the Tyrroicese was immune to (precision damage and crits, in particular), this fight was ALWAYS going to be a grind. Even if we’d put the oil on Lo Mang… maybe the fight ends a round earlier. But then that means my bow was COMPLETELY useless, and I would’ve had to wade into melee range, and how does THAT change the complexion of the fight.

The other big story of this battle is just how lucky we got. Relistening to it later, Tyrroicese missed all but one attack in its first round, and then missed multiple attacks in its second round as well. Given that it was able to hit on something like a 5-ish on-die (depending on who it’s attacking and such), and crit around a 16, missing that much was WAY out on the skinny end of the probability curve. You’ll notice once it started hitting consistently in Round 3 and beyond, things started turning bad pretty quick, and we were lucky it was on its last legs… pseudo-pods… whatever… by that point.

Speaking of luck: did ANYONE expect Chris to land five consecutive hits… ever?

Another thing that amused me about this fight was at the opposite spectrum: how comparatively EASY the ochre jelly has become. Remember when we literally had to leave the dungeon and send an abstracted Hazmat crew in to reclaim Hendrid Pratchett’s remains because doing it ourselves might be a TPK? Now, that same basic monster is dealt with in two rounds, and the only reason it took two is that we still had to finish off the boss first. If we’d focused fire on the ochre jelly from the second it showed up, we probably could’ve gotten it down in one.

Of course, the Tyrroicese battle was the big focus, but we also managed to check off one more side quest by putting the chain back on the statue and putting Frefferth’s spirit to rest (or at least imprisoning it again). I love the newly revealed backstory that the “hero” of the battle was basically just felled by a stray arrow, and his saltiness at his own death turned him evil. That’s wonderful. Almost wonderful enough to make up for their being no loot.

There is, however, experience. This isn’t all metagame – we genuinely need to get the captain to safety and I’m not sure we want to tackle the Skinner with anything less than a full tank – but between Frefferth and rescuing the captain, it feels like we ought to be close to leveling, doesn’t it? I’m torn. We could PROBABLY go back and start the final level, but… the Big Boss is basically the first room you enter when you go to the lower level. So I think we’ll probably bask in the glow of our slightly suboptimal victory and come back at it 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.