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The Bird’s Eye View S3|16: Your Mass Murderer Is In Another Castle

Jason recaps the events from Agents of Edgewatch S3|16: My Eyes! The Goggles Do Nothing!.

Things slow down a bit this week, as the heist is over and we have to regroup a little bit. You see… we succeeded… but we also failed, because while we accomplished all the goals of the infiltration, our reward was that the lockbox was empty and the bomb had already been stolen.

Before we get to that though, I actually found myself wondering: what if we had failed? What if something had gone wrong and we’d never made it to the vault or hadn’t discovered Franca Laurentz’s identity? Does the adventure just end? Do we wake up a few days later to hear about how hundreds or thousands of people were killed by the bomb we couldn’t find? How does the adventure path account for that, and/or how would Steve have handled that?

So I flat-out asked Steve. I figure the statute of limitations on spoilers had expired, so why not? It turns out this is one of those places where “the rest of the force” would’ve bailed you out with some sort of lead. They’re already locating Franca’s hideout; if we had failed the heist, they would’ve actually pulled some strings, gotten a warrant, and gotten ALL the information in other ways. I guess if you want to hand-wave an in-universe explanation, they always could have done that, but us doing a covert op got the information faster or something.

Now, on one hand, there’s a little piece of me that finds that unsatisfying, insofar as it suggests that the heist was ultimately a fail-proof scenario. Sounds like we could’ve done almost ANYTHING and still ended up with Franca Laurentz as our next lead after a suitable amount of time passed. On the other hand, that’s the whole point: the joy is still in the execution, and in the desire of discovering the information yourself, and the path you take to get there. And be honest: would you really want an adventure path you’ve been playing for months to just grind to a halt because a few dice rolls went sideways? No self-respecting player wants their content to be COMPLETELY spoon-fed, but I suspect a lot of players would take the occasional light-touch helping hand over throwing out months of gaming and starting over.

So here we are. We’re back from the raid, and “the force” gets us a lead, which we proceed to investigate. We roll up on her apartment, and it’s CLASSIC murder-board “plot against the city” stuff. Back when we played, the Always Sunny meme was the go-to, but now we’ve got the Riddler’s hideout from The Batman as an even more on-point reference.

The first takeaway is that Franca almost HAS to be working with the Twilight Four in some capacity, right? First there’s the general “too much coincidence” sense that there can’t possibly be TWO cult-like organizations looking to commit mass murder. She was hatching a mass murder plot, didn’t have a weapon for it, but lucky her… she happened to stumble on one at work! But there’s also a fairly specific reason for thinking they’re connected: all the planning on her murder-board looks like it would’ve taken weeks to set up (same for rigging her apartment, for that matter), but she must’ve taken the device fairly recently if we could still detect the scent of the chemicals. So… she had to know it was there, and what it does, and have been sent into retrieve it. If she’d stumbled on the bomb and taken it on an impulse and THEN started plotting uses for it, her plan wouldn’t be nearly as far along. So I’m assuming until further notice that she’s someone the Twilight Four put on the case after Maurrisa Jonne got herself banned from the Lucky Nimbus.

As for the planning, it’s an absolute treasure trove of information, and it should let us figure out her plans… if we can save it (and ourselves) from the acid. That’s right… the room is booby-trapped, and acid starts releasing from vents around the room. Now, I don’t think anyone’s worried about dying in this encounter; we have a full day of spells, and if we really have to, we can just grab as much evidence as we can and hope it’s enough. But it would be good to preserve as much of this as possible, so once we stumble on the location of the acid dispenser, it feels like trying to shut it off is the right move. Lo Mang does the heavy lifting on breaking the wall, and then we’re able to get the device turned off. We’re a little worse for wear, and we lost some of the evidence, but we have enough of a lead to keep moving forward.

After analyzing the material, we find that the target is going to be the Blood Games. That’s right… we’re off to the gladiator games! And it looks like we might have to enter as contestants to have a look around. I think the thing that immediately concerns me is the idea that it’s hinted at being a single-day event. That means no long rest once we start. We’ll have to fight one or more arena combats AND potentially fight Franca once we find her, which sounds like we’re REALLY going to have to manage our resources carefully. It would suck to waste all our good spells on fake fights and have nothing left for the real one. And presumably on top of that, there will also be some non-combat stuff to actually find the device and disable it, but that’s not as urgent because those resources shouldn’t be drained by the combat.

The good news? Level 11. So we’ll be a little more powerful for the fight to come. Thank heavens for milestone experience, because I’m really doubting that disabling one trap would’ve pushed us over the top on its own. We’ll get into the leveling next week – I know Seth started talking about his spell choices, but I’ll keep it all under one roof and discuss it when we have final characters to present. (Though at first glance, Level 11 seemed like kind of a boring one for Basil.)

As always, feel free to drop by our Discord channel or other social media and let us know what you thought of the show. Thanks for listening, and we’ll see you next week.

Agents of Edgewatch S3|16: My Eyes! The Goggles Do Nothing!

The heist is finally over, and the Agents are no closer to finding the bomb than before. Time to start pounding the pavement and following up leads.

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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The Sideshow S3|25: Only You Can Prevent Friendly Fire

Jason recaps the events from Three Ring Adventure S3|25: No, Sir…they’re Saying Boo-Urns.

I’m going to start this week by either providing a graphic demonstration of Steve’s point about forgetting session details, or by pointing out a bit of a continuity error. I don’t know if those “computer problems” Steve alluded to caused some lost data, but I can’t remember ANY conversation about the distillery crew not coming into town for the Stump Festival. Or Hap running into some weird guy, for that matter. I even went back and listened to last week’s episode to be sure, and it just wasn’t there. Last week’s episode ends with Darius experiencing all manner of stump-related cuisine.

OK, so either some of the session got lost amidst the “computer problems” Steve mentioned and didn’t get recorded, or perhaps it just ended up on the cutting-room floor because Steve was trying to knock out 364 episodes before going on vacation. The other possibility is maybe they were referencing rumors they heard all the way back at Kerrick and I’m just losing my mind. (Though that explanation doesn’t make sense because that was 2 or 3 weeks ago in game time, so presumably the distillery folk wouldn’t have been “missing” back then.)

It’s not the end of the world… it was still easy enough to fill in the gap and realize the distillery needed to be added to the itinerary. And in fact, it’s become the priority item — even above visiting the tower — since people are missing. But I will admit to being briefly throw for a loop. I mean… I listen to these shows largely while driving my morning and evening commute… I can’t POSSIBLY have fallen asleep while listening or I’d be writing this from an ICU bed.

Speaking of being thrown for a loop, both Alhara and Hap are a little bit distracted after their first exposure to the logging festival.

In Alhara’s case, it’s a case of competitive spirit with no outlet. Imagine: the devotee of Kurgess and general show-off, not being allowed to compete in an athletic competition! The TV sitcom solution would be for Alhara to disguise herself as a lumberjack to compete… except that Kurgess also has rules about competing fairly and respecting the rules. So… she’s just gotta sit and stew about the unfairness of it all. I do hope Alhara gets to compete at some point; the games sound like they could make for fun skills challenges.

In Hap’s case, she’s distracted, smitten… dare I say, in LURRRRRV… with Dingo (is that really his name?) the Lumberjack, a corn-fed mule of a man. While Hap desperately tries to get the adults to make themselves scarce, Ateran launches right into the sales pitch for the circus. This does prove to be an interesting encounter, because for arguably the first time, it’s not really clear if the circus is the right fit. You can kind of see a case for him joining the circus because he does have skills that would be unique anywhere OTHER than a town full of lumberjacks. (And OK, no one’s saying it, but having a master woodsman on staff will help with some of the grunt work associated with setting up the circus.) On the other hand, Dingo seems genuinely good where he is, and doesn’t seem like the showbiz life is really calling him the way it is with the other acts. Dude is too wholesome for this crew. And if Hap thinks her party-mates are getting in the way now, wait until Dingo starts bringing his DAD on dates.

Though I have to admit, I was sort of cracking up when Ateran was pitching Dingo on the idea that Hap would help introduce him to other women. Is Ateran that clueless, or is it a well-meaning (if awkwardly framed) double-cross to get Hap and Dingo to spend time together? All I know is that if this ends in Dingo joining the circus but ending up with the snake lady, I wouldn’t want to be in Ateran’s shoes. Watch their back, Csillagos.

Either way, my proposed title for the spin-off series: Hap and the Thirst Trap. T-shirts, anyone?

So, our crew decides to start with the distillery instead of going directly to the tower, and on arrival there are definitely signs SOMETHING is amiss. Javelin-riddled horse, signs of struggle… and lo and behold. XULGATH BUDDIES emerge from the trees! Hap gets the jump on initiative, then the xulgaths, and then everyone else. As an aside, I loved Rob P’s out-of-character deadpan: “Oh, I beat one person on initiative. The dead horse”. And… in the words of Dr. Sam Beckett, “oh boy”.

Hap fires a fireball at the xulgaths. As one does. Unfortunately, guess who else is in that fog of war? Hostages. The surviving xulgaths now have their choice of original (in the distillery) or extra-crispy (tied to trees).

First, I hope the Lumberjack Himbo doesn’t have any friends amongst the distillery workers. That’s gonna make for a really awkward date. “So, what do you do for fun?” “Oh, just light your friends on fire.”

Second, speaking on behalf of my Edgewatch brethren, any and all applications to join the force are hereby revoked. I’ll grant we’ve lightly dented a few bystanders in our travels, but we’ve never lit any on fire.

Though OK… amidst all the soul-searching, I did literally (not figuratively) laugh out loud when Loren said: “And after that, another fireball.” Gallows humor is great, people.

Could things get worse after that? Well… morally… no, of course not. But in terms of game mechanics, HELL YEAH, as now all the xulgaths go, and Steve gets the insane luck of three 20s in a row against Hap. (Remember math nerds: it’s not impossible, 1-in-8000 is just really improbable.)

So a huge wrench has been thrown into combat right from the start, but our team actually does a pretty good job pulling themselves together. Alhara in particular gets off some nice shots (complete with “Vanessa and the Chipmunks” sound effects), and things are starting to stabilize after the messy start.

But then as the session ends, the battlefield is thrown into upheaval once again, as the remaining distillery workers come out of hiding, armed. Now, I have to admit, when they first said “stop killing our friends”, I thought they meant the xulgaths. I thought this was going to be some peaceful coexistence twist. But no, they’re just mad at the party for lighting up their friends. Even so, they’re going to try and help defeat the xulgaths, but they’re also not really trained fighters and their first couple shots go wide.

And that’s where we’ll pick things up. How will the rest of the combat go? What will be the fallout of Hap’s “nuke the site from orbit” strategy? To borrow from Harry Shearer in This Is Spinal Tap, “will we still be doing a circus performance?”. And for extra credit: should we be worried that the supposedly dead horse is listed on the initiative? Come back next week and find out. As always, feel free to drop by our Discord channel or other social media and let know what you think of the show. Thanks for listening and we’ll see you next week.

Three Ring Adventure S3|25: No, Sir…they’re Saying Boo-Urns

Just remember kids, before you cast Fireball, make sure all friendlies are clear of the blast.

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|15: See My Vest!

Jason recaps the events from Agents of Edgewatch S3|15: I Love It When a Plan Comes Together.

I’m actually going to start out of order, and talk about the vest a little bit.

I wasn’t trying to be obnoxious or control the session, but here’s the thing. The curse on the vest indicates that “you feel driven to recollect the vest at any cost until the curse is removed”. The emphasis on “at any cost” is mine: I read that to mean Basil should be as/more interested in finding the vest as in finding the bomb. In my mind, if Steve wanted to ditch the vest subplot, he’d make that clear and give me an off-ramp. And actually, I don’t remember if it was after we went off the air in this session, or as we start next session, but Steve basically says “we’re going to handwave removing the curse” because it’s not really relevant to the main story. But until he did that, I was prepared to roleplay it as Basil’s primary concern.

But back to how we got to that point in the first place, I suppose.

We pick up as we’re finalizing our plan to get a look at the casino’s employment records. Basically, we’re going to have Lo Mang come in the office and put himself in position to access the records, and then have Gomez throw an “entitled customer” fit to distract the security chief’s attention while Lo Mang does his thing. And up to a point, it goes reasonably well, though I grimaced a little when Seth mentioned “I have a box downstairs” – the last thing we need is to draw attention to the vault. But the good news is we come out of it with a name: Franca Laurentz, a security guard who’s only been with the casino for about a month.

There’s some follow-up questions regarding her motives – is she with one of the gang leaders, the Twilight Four, or an independent who just happened to luck onto the device? But we’re not going to find those answers here, so file it away for later.

Next up: returning the key. We know Gage is going to be in the VIP box, so we make our approach, and again… things actually go pretty well. Though ALSO again, I was gritting my teeth when Dougie suggested just dumping the fake key in a place where we’d be the prime suspects if it was discovered. But at this point, we’ve accomplished every objective that could be accomplished: we don’t have the device itself, but that’s not our fault now, is it?

And that’s when the adventure had one last wrinkle to throw our way, as the wizard manages to get into Gage’s private box and hold him at knifepoint in exchange for the vest. And I have to admit I was a little surprised at Seth’s inaction here. Talking the wizard out of killing Carlyle is very much a “face of the party” move, so I was expecting another blitz of roleplay, but he kinda just kicked back and left it to me to decide whether to give him the vest or not.

Now, I didn’t really want to do it. A LITTLE bit because of the curse, but mainly because I wasn’t seeing ANY plausible explanation of how we’d have the vest in our possession. The most likely outcome is that we give the wizard the vest, he leaves, and then Gage summons an army of security guards and escorts us down to the vault to verify our story. At which point we’re discovered either way; the remaining choice is whether to try and fight our way out of it, or just fess up and hope Gage’s civic duty kicks in.

In fact, that was the motivation I had behind giving my little speech about appreciating pain. I was trying to send the wizard a hint that we know what your vest is and what it could do, and maybe he would be smart enough to approach the problem some other way. But either Steve didn’t get that as GM, or the wizard didn’t get that because the story required us to make a choice. Either way, it was decision time. Even then, at first, when Gage was acting all nonchalant, I was content to let things ride because maybe Gage had some backup security system we don’t know about. But once the wizard started talking about eating his soul and Carlyle started to look worried… I just felt like we had to act. Everything we know about Carlyle suggests he’s a reputable businessman, and I figured if we have to blow our cover to keep him alive, we’ll just have to console ourselves with the fact that we got what we need to continue our mission regardless.

So I give up the vest, and fortunately, Seth springs back into action and connects the alibi dots I can’t; not only that, he even manages to connect dots that were unconnected by tying Franca into our alibi. Franca stole the vest, sold it to us, and we were trying to find a discreet opportunity to give it back to Gage. And OK, when John first mentioned the key, I was worried, but it actually worked in our favor and lent a little more authenticity to our story: “how can we have been a part of this if you still have your key?”.

Now, I’m sure there’s still ALL SORTS of holes in that story if you look too closely, but it’s JUST enough to give us a chance of talking our way through it. And I think Steve roleplayed this outcome pretty well… Gage clearly knows there’s something off about our story, but he can’t pinpoint it enough to call shenanigans, and there’s also the fact that we did save his life. Beyond that, appearances must be maintained: Gage still needs to finish hosting the gala, and it’s probably in the best interests of his business reputation to NOT have it out there that someone broke into his vault. So, rather than cause a huge disturbance, he takes the minor L – remember that he was only holding the vest as collateral on a loan – and lets us leave. With a warning to not return for a while, of course.

So where does that leave us? We largely succeeded in our mission, even if it was awkward at times. We know Franca Laurentz is our next link in the chain, but we don’t know where she is or what her motives were. Some of that will be left to the infamous Other Members Of The Force; meanwhile, we get to rest up and read about our exploits in the paper.

And it is true that we all played a part in the victory, which was the real redeeming feature of the whole thing. Dougie’s single biggest contribution was switching the keys, though his gambling wins also put us on Gage’s radar. Lo Mang got us through the cage and down to the vault, and also got Franca’s name from the files. I got us past the pain daemon without fighting, and also followed the scent of the missing device. Gomez handled all the social “face of party” type interactions, including most of our direct interaction with Carlyle. Despite our complete lack of a plan, it really did come together pretty well.

Also, Police Squad! was the reference I was going for. The precursor to the Naked Gun movies was a TV show called Police Squad!, that also featured the Frank Drebin character. One of the recurring gags was that at the end of each episode, the characters would all freeze (as was common for 70s TV shows), but rather than freezing the frame, the main characters would just hold a pose while other action continued around them: the coffee that was being poured would overflow, a random person would walk through the shot, they even had one where a criminal in the process of being arrested just unlocked his handcuffs and left because all the police officers were “frozen”. If it’s streaming anywhere, I’d recommend it, and not just because O.J. Simpson wasn’t in it at that point.

Well, next week, back to the chase. 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|15: I Love It When a Plan Comes Together

At this point of the heist, the Agents are completely making up things as they go along as nothing has gone to plan. Time to leave!

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|24: Mourning Wood

Jason recaps the events from Three Ring Adventure S3|24: I’m a Lumberjack and I’m OK.

I’m gonna start this week by swimming in some deeper waters than usual.

I can’t be the only one who got a little twinge of discomfort about titling an episode after a 50-year-old sketch that basically mines the concept of gender dysphoria for a laugh, can I? I don’t want to turn this into a whole big thing about “THE CANSEL KULCHER”, but I mean… can we at least be honest that some shit doesn’t age well?

Please don’t get me wrong. I don’t for one second think there was any malicious intent in the choice; at worst a little bit of tunnel vision, compounded by trying to slam out multiple episodes getting ready for vacation. I know how choosing episode titles goes: find either a pop-culture reference or a play on words, and run with it. (Or for the advanced user: a wordplay that CREATES a pop-culture reference… like those nesting dolls.) And I’d be the first to concede Monty Python’s Lumberjack Sketch is probably the ONLY major piece of pop-culture dedicated to the forestry arts, and probably the single Python sketch best-known to casual/non-fans. So I can understand why it would leap to mind as an “obvious” choice. “Defense will stipulate”, as the courtroom drama TV shows say.

But if I’m going to have this little soapbox at all, I can’t just passively nod along with things: I have to be honest that I would’ve gone a different direction with it. Dead Parrot has aged like fine wine. Personally, I find World Forum to be underrated gem (“Wolverhampton Wanderers beat Leicester, 3-1” is the “Hamilton wrote the other 51!” of my youth). But let’s put Lumberjack up on the high shelf, shall we? Even if it does mean we have to dig deeper into our bag of “wood” puns.

Speaking of wood… holy crap did our crew “work blue” this episode.

Don’t get me wrong: this isn’t a complaint, more me expressing my surprise. I’m not some grumpy prude, and we never EXPLICITLY promised to be kid-friendly. But I have to admit I was a little surprised how much Steve left in the final cut. We’ve never really had a formal policy on adult content, but I think informally, we shoot for PG-13 – a little bit of swearing and innuendo, but choose your spots for it. It ends up working out like The Walking Dead – we get the equivalent of one F-bomb per season. Two cast members discussing their OUT-OF-CHARACTER aptitude for sucking… runes… seems like it’s out in “hard R” territory, and later there was a reference to “taking wood” that would’ve gotten a hearty “Oh My” from George Takei.

Again, I don’t have a problem with it. This is supposed to be “slice of life at a real gaming table”, and sometimes real people Go There. It’s just surprising to hear the envelope being pushed that far, given the overall tone of the show up to this point. A surprise that seemed to be shared by some people on the Discord channel as well.

The discussion of the… runes… of course, came out of Alhara and Ateran finding a magic bow amongst the spider’s victims; specifically an Oathbow. I won’t regurgitate the discussion that was already in the show, but I’d add two observations. The first is it also has the critical weapon specialization effect, which for bows, is to pin a target to a nearby surface, immobilizing them. Granted, only a DC10 to escape, but if allies can get an attack in first, that’s kind of handy. The second is a bit of clarification that might make the bow less powerful, depending on where you land on semantics. The reset for the oath says “if you kill the creature you’ve sworn an oath against”. So a) how specific is that “YOU”; if a party member gets the killshot, does it count? Also b) if you incapacitate them instead of killing, does THAT count? I was about to say Basil needs one of these in the Edgewatch campaign, but if it takes a week to reset because we’re taking people alive… maybe not.

It is interesting for me to watch Vanessa wrestle with a weapon that’s not really part of her character concept, because I went through pretty much the same thing with Basil. I was – and still am – in love with my sword-cane, especially once I got a unique one that can also apply poisons. So when I got a magic bow, I will admit to being a little skeptical. But once I started using it, and in particular, once I saw how well it played with the Investigator’s Devise a Stratagem, not only did I come around to loving it, but I also doubled-down by adding the Eldritch Archer archetype. I’ll be following this one closely to see what Vanessa decides. Though technically “it’s worth 1300g” is also a decision.

In terms of story, our team finally arrives in Turpin Rowe. The first thing we notice on the way into town is that the surrounding area is deforested, though I’m not sure I got a sense of whether that should read as “symptoms of a malfunctioning tower” or more generally conveying signs that this town is about industry and is overusing the lands a little bit.

Once our circus troupe arrives, we get a bit of a wrinkle, as they’re not really welcomed with open arms. Yes, they’re welcome to come to the Stump Festival and spend money, but the town mayor views the circus as competition, and doesn’t really want them performing during the festival. So that’s a little different. Certainly within this book, the circus has generally had free rein to perform; here, it’s “dig stumps out of the ground, we’ll get back to you in two weeks when the festival is over”.

Though, OK… mild potential plot hole: wouldn’t Opper Vandy have known that the people of Turpin Rowe were so insular and have communicated that to the players back when they first arrived on the island?

The other surprise is that the mayor seems indifferent to the fate of the tower, and doesn’t really see it as worth investigating. That suggests that MAYBE the xulgaths haven’t reached it yet, or perhaps they failed there as well.

On the other hand, the mayor DOES seem pretty fired up to have our heroes investigate the murders, so that seems like the best way to get themselves in with the townsfolk. We get a little bit of background, but the real investigation will begin 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|24: I’m a Lumberjack and I’m Okay

Two towers down, one to go! But before they can clear the next tower, it’s time to eat!

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!