January 2022 - Roll For Combat: Paizo's Official Pathfinder & Starfinder Actual Play Podcasts

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Agents of Edgewatch S3|09: Brother From Another Mother

The Agents need to plan an old-fashioned casino heist, what could possibly go wrong?

Roll For Combat, Agents of Edgewatch Podcast is a playthrough of the Pathfinder Adventure Path, Agents of Edgewatch, and the third book, All or Nothing.

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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Three Ring Adventure S3|18: The Commutative Property of Pizza

The encounters continue to bleed and the RFC Crew learn all about the intricacies of the trip maneuver.

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 S3|08: Everybody Wants to Be My Frenemy

Jason recaps the events from Agents of Edgewatch S3|08: Parlay?

So, a funny thing happened on the way to the sub-boss fight…

We pick up this week with Bloody Berleth, leader of the Diobel Sweepers, inviting us upstairs to chat. Now, OK, this could all be a trap, but I suppose there’s no real harm in finding out. Also, there’s a little pragmatic fatalism – if he’s got 10 more guys upstairs, we’re gonna have to fight them sooner or later anyway, so might as well just get to it. If Berleth’s deal turns out to be legit, it’ll be a nice little bonus. So up we go to potentially make a deal, or potentially put our own necks in a noose.

So we head upstairs, first noticing that the stairs are trapped. Would’ve made things interesting if we’d just charged up after him. (Though I’d note it will also make things equally interesting if this is a trap and we have to retreat with the trap re-armed.)

We get up to Berleth’s office, light refreshments are served, and the lay of the land becomes a little more clear. Both he and Maurrisa have keys to a lockbox in the Lucky Nimbus casino: Maurrisa never explicitly mentioned that the “something” she was going to give us was her key, but it seems pretty heavily implied now. That lockbox probably contains a WMD, which – skipping around a little – is a larger bomb version of the substance that was set loose in the menagerie back in our first episode(s). For the moment the device is “safe” because neither leader can actually go into the casino – they’re both banned because of the war between the factions. But when you’re talking about an unattended WMD in the middle of the city, “safe” is a really relative term.

So Berleth’s offer is his copy of the key, and his price is pretty much the same as hers: destroying his rival. Only his is a little more palatable insofar as he just wants the location of her gang and he’ll do the dirty work himself.

Essentially, they’re both offering the same bargain with roughly the same ramifications – other than one leads to combat here and now – and it’s a matter of which horse we want to back. There are pluses and minuses to both sides, they’re both kinda scummy, but at the end of the day, neither faction is the big fish and at some point, we just have to hold our nose and pick one and get on with the main quest.

We KNOW Maurrisa Jonne is the one who worked with the Skinner, and that immediately makes her suspect. It’s easy to say you didn’t want to work with them once their boss is dead and your involvement is public knowledge. On the other hand, if she wanted us dead, she could’ve just killed us when we returned Gord. She had a fairly clean opportunity to be rid of us and passed. We also know – from the general background – that she had mellowed out a little after the bust that led to Berleth’s imprisonment. So maybe there’s SOME truth to her being a less-than-fully-willing participant.

On the other hand, there’s Bloody Berleth. We can certainly assume he’d say just about anything to get rid of Maurrisa to get revenge for turning him in. Also, we sorta know (or can assume) that 10 years ago, the police considered him the bigger threat, since they were willing to cut Maurrisa a deal to put him away. You throw away the little fish to get the big one; that’s LITERALLY what we’re doing now. There’s also the nickname “Bloody”: I don’t know if Steve just made a mistake, or he was having Berleth lie and we were supposed to catch it, but his nickname was “Blessed Berleth” while he and Maurrisa were working together; “Bloody” was a reinvention AFTER he got out of prison. So fancy clothes and fruity drinks aside, this guy isn’t totally on the up-and-up.

There’s also the nature of their specific crimes, which seemed to sway Chris the most out of us. The Dogs’ crimes are simple and obvious stuff, literally assaulting and robbing people, and running protection rackets. The Sweepers’ crimes are a little more ambiguous in that way. What do recreational drugs mean in this context? Should we treat them as the local weed-man, or the Mexican cartels? And OK, I never raised this point, but that bomb in the lockbox was an alchemical device: are we absolutely sure the Sweepers weren’t ALSO working for the Skinner? Or perhaps the Twilight Four are puppetmasters, and a different member of the Four was working with Berleth.

I’ll put it this way: at a meta-level I don’t THINK the choice has any broader implications – I think the point within the flow of the adventure was to choose one and move on. But as I’m re-listening to these episodes, we didn’t REALLY scrutinize Berleth as much as maybe we should’ve.

Certainly, expedience says we should side with Berleth. First, it means we don’t have to fight anyone else. Second, it means he puts his copy of the lockbox key into our hand NOW, rather than having to jump through any more hoops.

And OK, killer alchemists who dress fashionably are still a more respectable gang than killer newsies. Purely from a fashion standpoint, Absalom is better off with the Sweepers winning the war.

You do see Seth and I (in particular) wrestling with alternate plans that admittedly sound pretty silly on re-listen. Seth tries to singlehandedly broker peace between two people who have had a decade to hate each other (and, as we’re learning for the first time, ex’es too). Meanwhile, I come up with some weird-ass plan that involves faking Berleth’s death to get Maurrisa to show her cards. To be honest, this plan is so confusing and stupid that even I don’t know what I was thinking in offering it. I wouldn’t presume to speak for Seth, but for me, it was a matter of feeling conflicted about helping EITHER gang destroy the other, even if it would probably be a net positive for the war to be over. Much like James Tiberius Kirk, that was me wrestling with the no-win scenario and trying to come up with a Kobayashi Maru alternative that hadn’t been considered.

But I think at the end of the day, we decided to take Berleth’s deal because it was on the table now and moved us forward. If there are consequences to be dealt with later… well, it sounds like one side or the other will be removed from play, and we can always come back and thump the winner later when we’re at a higher level.

Speaking of which… Level 10 is here! Needless to say, I’m excited – not only is 10 a big level on its own, but Steve is going to let us go back and retroactively apply the free archetype variant rule as he did for the Three-Ring Adventure show a couple of months ago. I have to admit, though, that the flow of the show was weird because we STARTED to talk about how we were going to level our characters but then stopped halfway through because we weren’t all equally prepared to follow through. So there was some good information about what we were thinking, but there was also a bunch of complaining about Hero Lab’s cost structure and giving John the link to Pathbuilder like… three separate times. So the last 10 minutes or so was a tough listen: some of the information there was definitely worth keeping, but I also don’t envy whoever had to edit around some of the chaff.

I’m probably going to save our Level 10 builds for next time, just to start fresh. But next time out, it’s a new level AND the adventure moves into a new phase, as apparently, we are going to have to pull off a casino heist. Because cops stealing things from casino vaults is totally a thing that happens all the time.

Is this where we turn to a life of crime and the Edgewatch spends the next three books chasing us? I guess we’ll find out 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.

Agents of Edgewatch S3|08: Parlay?

The Agents face the big bad boss this week, and instead of a massive fight, they are invited to sit down for high tea?

Roll For Combat, Agents of Edgewatch Podcast is a playthrough of the Pathfinder Adventure Path, Agents of Edgewatch, and the third book, All or Nothing.

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|17: Where You From, You Rexy Thing?

Jason recaps the events from Three Ring Adventure S3|17: They Have a Cave Troll.

Welcome back to Roll For Combat, Serious People’s Edition. The fart jokes and cabbage-related humor get put back on the shelf for another day, as our heroes head off to the second of the three aeon towers, the Liferoot Stone. The world – or this corner of it – isn’t going to save itself.

One thing I was thinking about, more in relation to last week, but it kinda spilled over into this week, is how our two shows handle humor. It’s certainly not as binary as one show being “the funny show” and the one show being “the serious show”; both shows have their moments, and all the individual people in both shows are clever and can crack a joke when called on to do so. I think if there’s something that sets the shows apart, it’s that the Circus crew will really COMMIT to a bit and run with it for a good chunk of an episode. Over in Edgewatch, we’ll drop a few bon mots, a movie reference or two, and then get back to our business. We don’t get in the weeds as often because we want to kick in the next door and fight the next bad guy. Here… you want 20 minutes of cabbages, you got 20 minutes of cabbages.

I was also thinking about the overall story pacing this week, and in particular, how the towers have sped up a little bit. The first aeon tower was an ordeal that lasted 3 or 4 episodes and had multiple rooms and levels to it. So I’d been thinking the other towers would be similarly drawn out and we’d be dealing with one tower per chapter of the adventure path. But the last tower only took parts of two sessions, and at least at initial external examination, it looks like this tower may also be a shorter affair – since some of the tower crumbled, there’s just not that much to explore. So I guess I’ve found the shorter tower segments to be a LITTLE surprising, though not really… once three towers were packed together on the same island mere miles apart, I guess I did expect the pace to pick up somewhat. I guess that just means we have more content on the back end after all the towers have been sorted out.

On the approach, the team did some scouting and noticed that among other things, there were a lot of broken statues in the area. So the first question is whether that’s just ambiance or whether that’s meant to imply there’s something worse than golems out there. There’s a little back-and-forth on whether to start with the golems, the xulgaths, or bypass both and just drop right into the tower avoiding both, but the team decides – in what will later become a prescient and ironic decision — to minimize the risk of bleeding encounters by taking on the golem first since they specifically brought tools for that purpose.

The combat appears to be unfolding in a fairly straightforward fashion. And then there’s one huge… gargantuan if you want to get technical… twist. Our team went into battle expecting golems, brought all the tools to deal with those, and then somehow the xulgaths managed to hide a T-Rex somewhere on the battlefield. So halfway through a fairly by-the-book fight, things pretty much went sideways for our heroes.

On the bright side, the decanter of endless water did turn out to be just as good as advertised against the golem, as it’s a once-per-round cast of hydraulic push. Granted, that’s only a first level spell, but when one uses the damage type the golem is weak to, that ends up not mattering because it generates an additional spike of damage – 5d10 in this case. At that point, the base damage from the spell is almost gravy. As a secondary consideration, it’s also nice because it’s only a single-action attack, whereas casting the spell would be a two-action move. The only downside is it requires both hands to operate, so a GM who really wanted to micro-manage somatic components could argue that Hap can’t cast any other spells while operating it.

The less-bright side… that’s the T-Rex (and the other accompanying xulgaths, I suppose – they’re not that strong, but they still have to be dealt with at the end of the day). If you want to get technical, our scaly friend is 50 feet LONG, not 50 feet tall, but that’s not really the point: the point is it’s a nasty customer. The 20-foot reach, in particular, is something that could make for a miserable encounter, though you’ll be happy to hear that at least they don’t also get attacks of opportunity. Also, at the risk of MAYBE spoilering future content, the T-Rex also has an ability where it can swallow a person whole. So it’s possible we’ve got that to look forward to.

So even before Vanessa said it, the moment Alhara charged, I assumed she was going to try and trip it, and sure enough I was right. Except… impromptu rulebook refresher… she can’t actually do that as there is a size limit to tripping – the creature has to be no bigger than two size classes higher. So for Alhara, that means Huge is OK, Gargantuan (which the T-Rex is) is not. So OK… no trip. (Also, it’s a good argument against building a trip build based on a Small ancestry, because then you’d top out at Large.)

The real question is where did the T-Rex even come from? The team did do a recon of the area and didn’t see anything like that. The quick answer would be that it was inside the tower, but are the doors big enough to fit a creature that big? Steve joked/hinted that maybe they had a pet cache too, but that seems a little game-breaking if that’s the case.

So as we come to the end of the episode, there’s both good and bad news. The good is that the golem is hurting; the bad news is that so is Darius (in particular), having been the recipient of multiple crits as the fight unfolded. I still think it’s a winnable fight, but it’s certainly not going to be the divide-and-conquer cakewalk they were hoping for, and there’s still the interior of the tower yet to come.

Buuuut we’ll get into all of that 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.

Three Ring Adventure S3|17: They Have a Cave Troll

This is it, it’s the moment you have all been waiting for (including the players). It’s time to fight THE dinosaur you all know and love!

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 S3|07: Chalky: The Quicker Fixer-Upper

Jason recaps the events from Agents of Edgewatch S3|07: Back to School.

We start this week with some overall news from the RFC Mothership, as Mark Seifter is now officially part of Team RFC. It’s a weird sensation because it certainly feels like big news – like a seismic shift from “a podcast whose GM decided to put a book together for grins” to “an actual RPG content creator that happens to also do a podcast”. That FEELS exciting to me on a visceral level. On the other hand, the honest truth is that the publishing side of the RFC/Battlezoo house is Steve’s baby and we (the players) don’t interact much with it. He’ll run an idea past us every once in a while to see what we think of it or show us a cool piece of artwork, but that’s about it. So it’s cool and I’m curious to see what cool places this takes RFC as a whole. But day to day, it doesn’t really change anything for what we do… unless Mark is also about to become the fifth member of the Edgewatch and Steve hasn’t told us yet.

The other (out-of-game) thing that excites me this week is we’re finally bringing my home game back out of mothballs in 2022. We’d pretty much been shut down during the pandemic, and we didn’t bother taking it online because part of the appeal was getting together in person. But the group text chat started showing signs of life around New Year’s, and we’re going to have a new Session Zero in a week or two. The only bad news is it’s no longer the “Dads and Kids” game because the kids have had two years to develop their own interests and decide their parents are weirdos. I think we’re gonna keep one party-controlled NPC in case a kid wants to drop in for a session, but otherwise… que sera, sera.

So on to this week’s episode, as we continue our infiltration of the Diobel Sweeper lair, which prominently features another golem encounter.

The first thing I’ll note is that the Three-Ring show just hit THEIR alchemical golem encounter a few weeks ago, so I was having some amusing flashbacks when they were doing battle. I believe the “you need to use sonic damage” was muttered with the same tone that Al Powell observed, “they’re shooting at the lights” at Nakatomi Tower.

Of course, the wrinkle of our encounter was that our golem, Chalky, was designed for heals and buffing rather than offense. And that posed quite an interesting dynamic. I’ve been thinking, but even dating back to First Edition, it’s actually REALLY rare for enemies to have a true party healer mechanic that matches the way players heal. You’ll see creatures with fast healing pretty regularly, there will be the occasional one-shot life-drain type ability that takes hit points from the players and gives it to the enemy, but it’s pretty rare that real tactical healing is an option. I don’t know if that’s because it makes the math difficult or makes too much work for the GM, but you just don’t see it too often. So it was kind of refreshing. Annoying… but refreshing.

The good news is that the minions are pretty low-level and kind of brittle, so the ones that can’t make it over to Chalky for healing either go down quickly or decide to get the hell out of Dodge. (Especially the ones that would have to run THROUGH the cloudkill to get to Chalky.) And I didn’t really process this at the time but I noticed on re-listen that Chalky NEVER attacks. It’s not like “it mostly heals and then attacks if it’s got actions left”… it NEVER swings at us once. Considering how bad alchemical golems pummeled the Three-Ring crew, we caught a bit of a break with that one: they can hit pretty hard.

Speaking of cloudkill, you’ll notice that we had a little bit of a rules question that never gets resolved. Gomez finally gets to cast his cloud kill, right? I think it was actually the first time he’s been able to use it. The description of the spell says it “moves 10 feet away from the caster” each round. So is that 10 feet away from where the caster currently is or 10 feet away from the point of emanation? Could the caster (slowly) chase things around the room with his cloud by repositioning himself, or is it fire-and-forget and keeps moving the same direction it was cast?

It’s probably not a huge point anyway because most NPCs are going to be able to outrun something that moves 10 feet per round. But the “fire-and-forget” interpretation where the caster can’t control it at all is almost TOO limiting because you’d fire it off, the enemies would run away in the opposite direction, and it would just drift off irrelevantly into a corner or whatever room you’re in. At that point it might as well just be a single-round burst, do damage once, and then one wouldn’t have to screw around with moving it at all.

Sorry, I realize this is a lot of effort to expend on a cloud that moves at a really slow walk. But why else does this column exist if not to dissect rules minutiae?

As the minions are starting to drop or flee, Bloody Berleth makes his first appearance at the top of the stairs. And at first glance, I thought we were going to be entering the “Shit Gets Real” phase of combat. (Additionally, I figured the golem was going to get more aggressive as part of that.) But no… for a guy whose nickname is “Bloody” Berleth, he’s both surprisingly well-dressed and polite. And he makes us an offer to come up to the office for a parlay. Now, not sure what we can get out of him at this point – the Washboard Dogs are the ones with the connections to the Skinner and the Twilight Four – but I suppose it doesn’t hurt to listen. And as a side, if we go upstairs, we’re further away from Chalky if there’s a round two to this battle. So up the stairs we go.

And as we go up… I notice something. Wait, I notice something? What do I notice? I honestly don’t remember. But I 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.

Agents of Edgewatch S3|07: Back to School

Somehow the Agents managed to successfully sneak into the gang’s HQ and take out the guards without setting off any alarms, but they can’t stay stealthy forever.

Roll For Combat, Agents of Edgewatch Podcast is a playthrough of the Pathfinder Adventure Path, Agents of Edgewatch, and the third book, All or Nothing.

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|16: I Fought the Slaw and the Slaw Won

Jason recaps the events from Three Ring Adventure S3|16: The Cabbage Patch Kids.

Happy new year and welcome back to Roll For Combat, circa 2022. We’re back from the holidays and it does appear that the Circus show is recording again: I snooped on the Discord channel for the game sessions and it looks like there was some new content posted Sunday night.

Now, did I hear correctly that Steve says I’ve got writeups on “every show ever”? I might have to hold him to that, because boy, do I have some thoughts on David Tennant Does a Podcast With… THAT JODIE WHITTAKER’S A FIRECRACKER!

Oh wait, he just meant THIS podcast. Never mind.

This week, things just get weird and loopy, but we start with a small bit of “serious” gaming, as the team is briefly accosted by another fey creature that’s investigating the death of the satyr. Now, I feel like it’s a good thing a fight didn’t break out because if this thing slapped frightened 2 and doomed 2 on them right out of the gates, it’s probably kind of a badass. However, while Ateran failed their Recall Knowledge check to understand what the creature is, they got much better results on their Diplomacy roll and managed to convince the creature they were NOT the satyr-killers and avoided a possible butt-whipping.

Let’s talk about doomed for a second; it hasn’t really come up before (or if it has, I didn’t take particular note of it). Doomed is… in a word… awful. Because what it does is it lowers the amount of dying that causes character death. So if you have doomed 2, you’d die when you hit dying 2 (except for Darius who has the feat that gives him access to dying 5: he’d last until dying 3) and literally one crit could end your game. Even worse, if you stack enough points of doomed that your dying condition reaches 0, you die instantly, even if you have hit points.

Nevertheless, Ateran talks the party (and the circus at large) out of a sticky situation, and it’s crisis averted. For the moment. It feels like this stuff is meant to boomerang back around at some future date. Maybe it ties into the goings-on with the aeon towers or the mystery of the Night Lady. But you don’t just leave mutilated corpses tied to trees and not take it anywhere story-wise. It’s just not done.

So our troupe finally arrives at Castinlee, the closest town to the next aeon tower and the site of the next circus performance. And, apparently a haven for all manner of cabbage-related shenanigans. Did NOT see that coming. That’s right Steve’s all about cabbages tonight. The only real surprise is that the people who sing Secret Tunnel and/or greet people with “flameo, hotman” every other episode didn’t make an explicit reference to Cabbage Man from ATLA. HOW DOES THAT HAPPEN?

When not ruminating about the cabbages, the group does manage to score a little intel on the second aeon tower. Unfortunately the intel they get is that no one really goes there because a) there’s no reason to and b) because there are (clay) golems out that way. This time, Recall Knowledge is a little kinder to the party and they know they need to do water damage to be effective.

Now, there’s all sorts of interesting conversations that come out of this. The idea is floated to just use their new Aroden power, but that’s not really an ATTACK power, it just raises the level of an existing body of water. Are golems “Wicked Witch Of The West”-levels of sensitive to it, and pouring a cup on their heads would do damage to them, or does it need to be something with a little more oomph?

Then Alhara has the idea of filling a bag of holding – designed by Cabbage Klein — with lake water and dumping it on them in one shot. That’s closer to an actual plan… especially if dropped from above like a bomb… but still only one shot, and I feel like you probably want a more consistent source you can use multiple times like an oil or a weapon rune or something. Knowing how golems work, if you hit them with their weakness damage, you get a big damage spike, so you probably want to get that multiple times if possible.

The thing that would potentially be really interesting: is inviting the aquakineticist NPC along as an option? I don’t know if Steve wants to deal with that or not (Who would run the character? Do the NPC’s even have character sheets available?) and he might be kinda squishy and not effective in combat anyway. But it could make for an interesting dynamic. And OK… if Steve were to be open to taking the NPC characters into battle every once in a while, it would provide an avenue for bringing guests on the show. We used to do that more often – in fact, it was the guiding premise of the Black Lodge show – and haven’t really done it lately. (Worth mentioning: if you’re newer to the show, Rob Trimarco made his RFC debut as an NPC in the Dead Suns Starfinder show; he and Jason Keeley played a pair of recurring space cops.)

The group finally settles on a slightly different solution: a magic item called the decanter of endless water. It’s a glass pitcher that can supply water on demand, and yes, it even has an explicit attack mode that duplicates the effects of the hydraulic push spell (in addition to modes fit for polite society). So then the problem becomes where to get one of those – on one hand, it’s actually considered a common magic item; on the other hand, it is a Level 7 item, which don’t just grow on trees.

For this, Steve supplies us with an answer in the form of Alan’s Almonds. (Personally, I would’ve gone with “Armand” because then you’re hitting repetition on the beginnings AND ends of the words, and… what the hell is happening, I’m as bad as them, aren’t I?) I think almonds were one of the crops listed in the background for the area, and yes, it’s a real-world truth that almonds require a LOT of water, so it’s even sort of realistic that almond farmers would probably want to have a magical water supply available to them. So… the logic checks out. On the other hand, Steve manages to make Alan even more obnoxious than the cabbage-loving mayor, so negotiating the right price to borrow the item becomes a bit of a chore; so much so that I’m rooting for invisible forces to burn Alan’s almond crop to the ground. I may even go a step further and shed no tears if Alan is the Night Lady’s next victim.

Though OK… now per Rob’s suggestion, I want to see what “Fuck You” looks like in elvish script. I’m sure there’s some Tolkien fan that’s already gone there. GOOGLE IMAGE SEARCH, DON’T FAIL ME.

So they’ve got a source of water damage. They’ve gotten rid of all the doom effects left over from the fey that jumped out at them. The circus will need a few days to set up anyway. So it’s off to kick clay golem ass and chew cabbage-flavored bubble gum. And cabbage-flavored bubble gum hasn’t been invented yet. (Mercifully.)

Well, after a few minutes of fart jokes at the end of the episode. Sigh. I mean, Steve’s not wrong… cabbage is known for that. Just a little surprised he went for it. Or maybe I’m not. We’re going into our second year of references to the “poop dagger”, after all.

Well, after our intrepid heroes pop some Gas-X, next week we get back to fighting, unraveling mysteries, and saving this little corner of the world. As always, feel free to drop by our Discord channel or other social media and let us know what you think of the show: we were a little scarce over the holidays, but we’re all drifting back in now. Thanks for listening and we’ll see you next week.