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Three Ring Adventure S3|30: Loot Pinatas

So where do creatures that don’t wear armor or carry bags hold their treasure? You don’t want to know… but you’ll find out this week!

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!

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The Bird’s Eye View S3|20: Splish, Splash, Lo Mang’s Taking a Bath

Jason recaps the events from Agents of Edgewatch S3|20: Cone of Coal.

I apologize that this week’s column is arriving late: it’s been one of those weeks, both good (Steve actually visiting Pittsburgh along with several other long-time friends, kids’ birthdays falling this week) and bad (procrastinating on doing my taxes because I knew I owed for the first time in years, getting a little too obsessive about assembling my initial Diamond Dynasty squad in MLB The Show). But I finally added Jack Leiter last night as my missing fifth starter, and I knocked out my taxes this morning (grumble grumble), so I’m good to return to the world of Pathfinder minutiae.

(And yes, I know I lost some non-zero portion of you with the baseball talk, but I gotta be me. Can I win you back by pointing out that my team is the “Countryside Burninators” and I used the logo editor to make my team logo a picture of Trogdor? YES, I USED CONSUMMATE V’S.)

As an aside, Steve brought a copy of the Battlezoo Bestiary book with him on his trip into town because he figured I’d like to see it, and it’s BEAUTIFUL. I won’t be doing a formal review because that’s all sorts of conflict of interests, but it turned out really well.

This episode is a little weird because it’s almost like an episode of the circus show, as I’m ALMOST a spectator to the action. I talked about this a little last week, but it’s really on display this week: I was so busy shooting arrows from a safe distance last week, that the whole fight took a left turn and ran off to the north and left me all by myself back in the central bath chamber. Therefore, at least within the flow of this episode, I’m not doing a lot – I basically have to burn two whole rounds just to get back into a position where I’m even able to fight, and by that point, John and Chris have done most of the hard work. The first move got me onto a straight line with the fight, but there was an elevation change that prevented me from getting line of sight, so the second round was moving up to a point where I could see into the room to shoot. (But at that point I had to just move into the room and use my sword-cane anyway.)

I console myself by saying that it’s not cowardice, it’s just editing. This whole sequence is a running fight that spans the next 3 or 4 episodes (depending on whether the Franca fight becomes one big episode or two smaller ones). I was busy last week, I’ll be busy next week, but based on where Steve cut the action, this week I happen to just be along for the ride.

Meanwhile, Chris starts the action this week by providing us with some broad physical comedy, blowing through not one but TWO acid traps in his pursuit of the remaining lizardfolk. Now… part of me just wants to make fun of him for his hubris, but let’s be fair that some of that is built into his character. When you’ve got a metric ton of hit points and take feats that can turn saves into critical saves, maybe blowing through traps without a care in the world is just playing to the strengths of your build. Though let’s be honest, the comedic effect is still akin to the Cape Fear parody episode of The Simpsons where Sideshow Bob keeps stepping on rakes over and over.

For a good chunk of the episode, the battle remains a matter of cleanup. Yes, there’s a room where the lizardfolk are keeping more FBI Guys, but our melees are better than their melees, and we should be able to make fairly quick work of them. And then…

CONE OF COAL. And yes, I’m envious of John for coming up with that line. Yes, I tried to keep up with “Revenge is a dish best served coal”, but no… too wordy. John nailed it on the first take. Sometimes you take the L with grace and move on.

Turns out the cone of coal isn’t the real problem, though. It was a nasty little surprise — and made for a heck of an entrance — but the real danger is the EXPLODING crossbow bolts Franca is firing. A one-shot of area damage… eh, you can power through it. Multiple bursts of area damage every round? That’s going to be an issue.

Though don’t think Basil isn’t taking notes. Down the line, if Basil can put some area damage on his arrows… yeah, that’ll be a good time. But that’s an item for the Christmas list; for the moment, we gotta stop her and separate her from the bomb.

As an aside, I suspect the bomb isn’t down here directly – if it’s gotta disperse, setting it off underground BELOW all your victims doesn’t seem to make any sense. So I assume it’s more like we defeat her and she TELLS us where the bomb is.

So the boss fight is engaged. We don’t get very far into it before the episode break, but we start to at least do some feeling out. There’s good news and there’s bad news. The good news is that once we close to within melee range, she drops the crossbow, so no more area damage. And her base melee attacks don’t hit especially hard. She may have other special abilities, so I’m not declaring victory just yet, but it’s a promising sign. The bad news is that she’s shaping up as hard to hit – I think it took a mid-30s roll to hit, and our attack bonuses are in the +20 neighborhood, so that’s looking like a 15, 16 on-die to hit, maybe even higher for some things like spell DCs and saving throws. So while it looks like we can survive whatever she’s going to throw at us, it may also be a little tough for us to score damage on her, and we’re pretty much only critting on a Nat-20. And it’s also picking at the back of my brain that I’m a little worried if she runs for it and this turns into a pursuit situation – she seems kind of rouge-ish in her build, so a bunch of chase mechanics may not favor us.

But that will be next week (and maybe the week after). For this week, we’ve found our target and it’s time to bring her to justice. 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|20: Cone of Coal

The Agents have found the underground sauna, unfortunately, it’s full of lizardmen who want to kill them.

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|29: Whack-a-Mole Whacks Back!

Jason recaps the events from Three Ring Adventure S3|29: Disco Inferno.

I have to knock out this week’s column quickly, as personal life intrudes in a good way this weekend. It’s Funageddon 2022! More accurately, the fantasy baseball league I used to be in is having their annual draft, so a bunch of lifelong friends (including Steve himself) descend on Pittsburgh for the weekend and hijinks ensue. I don’t play anymore – somewhere along the line, forgetting family members’ birthdays but being able to tell you who the fifth outfielder for the San Diego Padres is got a little weird – but I do generally hang out with everyone, and even serve as auctioneer as long as they buy me lunch.

So back in the world of the Extinction Curse, I realize I made a SMALL mistake last week. Nothing big: I just said the xulgaths raised the alarm intentionally, but really, it was Darius throwing the one xulgath through the fire and off the platform, which set off their trap. When a burning xulgath hits an oil trap (feel free to sing that phrase to the tune of “When A Man Loves A Woman”), predictably fiery things happen.

The net effect is the same regardless. Immediate short term, some saving throws need to be rolled to not fall into the fire. (Except for the poor xulgath who started it all and is pretty screwed.) Tactically, there’s now a huge environmental hazard serving as backdrop for the entire fight, with the fire itself, and obscuring smoke rising from it. And at a meta level, the entire xulgath crew now ought to know they’re coming, unless the xulgaths chose this exact moment to go visit an inexplicably-placed sensory deprivation tank.

As for our party, Darius is fine; he was safe up on the platform anyway. Never in any danger. Hap’s build pretty much protects her from the worst effects, between ancestral fire resistance and feather fall. So the ones in most immediate danger are Ateran and Alhara. Alhara manages to grab a ledge in a very Tina Belcher-inspired fashion, as we spend a curiously long time discussing Darius’ butt. We’ll unpack that another time. Ateran does fall, but they have flying available, so yeah… a little damage, but mostly a short term inconvenience. All in all, the trap ends up being not as horrible as it could’ve been. The way I see it, if Darius or Alhara (aka the people without flying) had fallen, THEN things would’ve gotten interesting.

What IS kind of horrible is the presence of stone maulers as additional muscle. Confession time: I assumed this was actually another new variant of xulgath on first listen, but as I was looking up stat blocks for reference… OK, they’re actually earth elementals. In addition to being a big punchy hit point sponge, they have two main powers. The first is the spikes they can emanate as an aura: it’s not a LOT of damage, but it does complicate battlefield movement on an already-small platform. On the other hand, you only take damage if you move, so if you just stand and trade swings with them, you can reduce its effectiveness somewhat. The second is the crumble ability where they can melt into the ground when they take a hit. (Though it’s worth mentioning they still take the damage.) Peeking behind the GM screen, the limiting factor for THAT ability is that it has a cooldown and can only be used every 1d4 rounds. But it does create a whack-a-mole scenario where they can go under and pop up somewhere new. So… Tremors, but less bitey.

The other meta comment is that BOTH those abilities require stone to operate, so if you can fight them somewhere other than a stone surface, it would neutralize both their abilities. But the wood bridge is the only nearby location that would work, and having the two characters who can’t fly battle on a narrow wood bridge with no guardrails feels like prime material for a winning entry in a “World’s Dumbest Character Deaths” essay contest. So… fighting them on their home turf it is.

So the battle rages, and in some ways, it’s a return to normal for the team. After a few weeks of “hey, Alhara had a great combat and didn’t die!” commentary, she’s back at death’s door for the first time in a few weeks. I’m not bashing Vanessa in the slightest; she’s playing her character exactly how it’s supposed to be played. But for a variety of reasons – the battlefield map limiting her movement options so she couldn’t make the most of her mobility, bad dice luck, whatever – we got back to the RFC tradition of the Alhara Pinata. And I don’t think we fully appreciate how close a call it was: dying 3 without a hero point available is not a place you want to be as a character. Fortunately, the rest of the team was able to keep her going, and it happened close enough to the end of the fight that the situation resolved itself.

Though this did lead to a fun little moment on our Discord channel where I joked that if she HAD died, the moment would’ve been immortalized by Steve speeding up Alhara’s death scene for comedic effect and carving it into sound bytes for the show. Which then prompted Vanessa to take matters into her own hands and record a sped-up Alhara death scene for the amusement of all. If you’re not on our Discord channel, you might want to head there to enjoy that.

One other thing I briefly wanted to touch on was the Juggernaut Mutagen. And no, not just because Rob’s initial delivery of the “I’m the Juggernaut, bitch!” line was way too casual and came across as the Smooth Jazz/NPR Juggernaut. I just like taking a look at magic items we don’t see too often. In this case, you get temporary hit points and a bonus to fortitude saves which vary based on the potency of the consumable, which trades off against a flat -2 penalty to will saves, perception checks and initiative rolls.

In this case, the temporary hitpoints were gone almost as soon as Darius got them, but the really interesting things kick in at the higher-level versions of the item. First, the duration goes up from a minute, to 10 minutes, and eventually to an hour. So now we’re talking about an item can help in multiple combats. Where that really helps is that the temporary hitpoints can regenerate if you’ve been at max hit points for one minute, so if you rest between fights and heal, you get a second or third dose of temporary HP. Also, the real good ones turn successes into critical successes and critical failures into regular failures on the fortitude saves.

So the battle eventually resolves itself and the party is still alive. One down… an entire aeon tower full of bad guys to go. Including the Big Boss. And that’s where we call halt for the session. 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.

P.S. – Who am I kidding?” It’s Jose Azocar. Fifth outfielder for the Padres. Sigh.

Three Ring Adventure S3|29: Disco Inferno

After trying to (unsuccessfully) sneak into the tower, the RFC Crew find themselves literally out of the frying pan and into the fire.

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|19: Attack the Darkness!

Jason recaps the events from Agents of Edgewatch S3|19: Danger Close.

It’s going to be a short column this week. It’s already a pretty short episode (under an hour) and it’s also one of those episodes where it’s all kinda up there on the “screen” – there’s not a lot of extra insight I can provide beyond pointing out that yes, three crits in a row is pretty dang cool. And unlikely to ever happen again. And yes, I did burn a hero point to try for a fourth, but at that point the session was ending in 5 or 10 minutes and I was going to lose it anyway.

I suppose that does mean I have time to take a brief detour into deeper RPG waters (and the show notes/discussions on the Battlezoo side of the house) and give my own thoughts on Paizo publishing a 5E conversion of Abomination Vaults.

Despite the fact that we’ve been doing this podcast for almost five years and part of that has involved rubbing elbows with Paizo types on occasion, I don’t consider myself any sort of “industry insider”. At best I’m like the “honorary captain” they send out for the coin toss at the start of a football game: you can put a jersey on me, but I’m not tackling Gronk in the open field. So all of this is just the perspective of a long-time player who has played and enjoyed both systems. (But if you put a gun to my head and forced me to choose one, I’d probably pick PF2E.)

To me, this is only a bad thing if you’re hard wired to view the edition wars as a zero-sum game where somebody has to win and someone has to lose. Look, whether it’s serendipity, the silky-smooth voice of Matt Mercer, or wheelbarrows of Hasbro marketing dollars, the reality is that D&D has reclaimed its place as the top dog in TTRPGs. If we’re being honest, they probably never really lost it, though 4E was enough of a misstep that it opened the door for Pathfinder’s existence in the first place. But it’s equally true that Paizo probably isn’t going anywhere even if the brand never penetrates like D&D does. The bigger positive for the industry as a whole is that the D&D nerds of the 70s and 80s a) aged into a demographic where we have disposable income and b) some of us became creatives that were able to go out into film and TV and sell the general public on the POSITIVES of our hobby instead of presenting it as the punchline of a joke. I mean, hell, if Henry Cavill can make videos of himself painting Warhammer minis and not lose his career, we’re living in the salad days. Overall, that’s the proverbial rising tide that raises all ships.

So rather than worry about a competition they can likely never really “win”, it strikes me that Paizo is trying to use their strengths to their advantage. They’ve done a lot of good work building out their Golarion setting, and as Steve has discussed on the Battlezoo side, going from comparatively rules-heavy (Pathfinder) to comparatively rules-light (5E) is an easier conversion than the other way around. So why not repurpose something you already made – I assume it’s cheaper and quicker-to-market than doing new content — and tap into a piece of that larger player base? At worst, it’s a little extra revenue stream coming in to keep funding Pathfinder and Starfinder; at best, maybe a few players become curious enough to give PF2 a try on its own merits.

Even just thinking about my 5E home game, I’m not sure there’s a lot of enthusiasm for learning a whole new system… YET. But if I can put Abomination Vaults in front of them and they like it, THEN you can sell that next step. Well, if you liked that… take the red pill, let me show you how deep the rabbit-hole goes, and you still have two actions left. So it’ll be interesting to see how this all plays out; whether it’s a one-off or whether they keep releasing 5E conversions. But for now, I think it’s a generally positive move.

So anyway… I suppose I should say SOMETHING about the episode, shouldn’t I?

I guess I’ll talk about blind-fight a little bit. On one hand, I absolutely love blind-fight as a concept, and particularly in First Edition, blindness penalties sucked. But I have to admit, I also feel like it’s a bit of a guilty pleasure.

First, it feels like sometimes I’m fudging the distinction between a specific combat skill and generally ignoring conditions that should still create perception issues and Steve lets me get away with it. Like… yes, the rules say I don’t have to take the penalty for concealment, but if I walk into a room, the underlying environmental conditions still exist. Darkness, for example. If I walk into a pitch-black room, it’s one thing to say I can sense an attack and respond; it’s another thing to say “I know there are three enemies and I know exactly where in the room they are”. Feels like I ought to still make some sort of perception check to even know there’s an enemy there, but then be able to make the attack without penalty.

And that brings me to my more specific point. I feel like blind-fight maybe ought to apply only to melee attacks. I’ve read the rule, and it just says “attacks”, but I feel like the spirit of blind-fight is that you use your other senses to compensate, kinda like the comic-book character Daredevil. You can fight an opponent because you can hear their footsteps, feel wind currents when they move, smell their scent… all that jazz. But how do you use your other senses to compensate when you’re firing a bow from 50 or 100 feet away and they’re in a different room? (Speaking of which, how does Daredevil hear a freakin’ laser beam coming at him? IT’S LIGHT. LIGHT DOESN’T MAKE NOISE.) So, I’m not going to aggressively lobby Paizo to nerf my character, but if it ever DID happen, I’d probably be forced to admit it was a fair change.

The other thing I briefly wanted to touch on was the “cheat” at the end, where Chris moved into the next room, revealing more enemies, but then realized he didn’t have enough actions to move there and had to rescind his move. So now on some level, we know we’re going to run into a trap, but we still have to pretend we don’t know that.

I’m not really going to talk about that specifically – mistakes happen – but the more general question of how you deal with “spoilers” like that because they do come up from time to time. In my case, one of the major causes ends up being the circus show. Sometimes the circus crew will fight a monster, I’ll hear all the nasty abilities it has, and then we’ll fight that same monster a few weeks later, and I have knowledge I probably shouldn’t have. One example… not a monster, but a spell… was dimension door. The circus folks fought a succubus that had dimension door in its power-set, so as part of writing my piece, I looked up the spell and found out there’s two different version. The low-level one just moves it anywhere the caster can see within 120 feet… combat repositioning. The higher-level version is an escape spell: anywhere within a mile, but can’t be cast for an hour. So then WE fought a creature with dimension door, and it teleported out, and Jason the person knows that means the fight is likely over but Basil the character isn’t supposed to know that yet.

In general, this is going to sound corny, but the biggest thing is to remind yourself that you don’t want to win THAT way. Yes, you want to win the fights and follow the story to completion, but there’s a right way to do it, and do you want the story you tell about it later to be “well, I cheated because the GM slipped up and told us about the ambush and we went a different way”?

At least in the case of creatures and spells, it also makes a good case for solid note-taking. If you play this game enough, especially if you also GM, you’re going to reach a point where you know all the creatures and their abilities anyway. So it’s not the worst idea of making a list of the creatures and abilities your character has already seen, so you can be fair about how they would react in a given situation. A “fair” reaction would be like we had with oozes: the first time we fought one, we didn’t know they split when hit with slashing; the second time we fought them, we not only knew it, but used it to our advantage. (Split them, and then hit them with area damage.)

But that’s really all I got for this week. Next week we are, one way or another, going to trip that ambush that’s (wink-wink) totally not waiting for us in the next room. Though at the risk of being self-serving, it won’t have to be Basil, because I stayed behind to shoot arrows: I’m still a full round of movement away from the fight. 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|19: Danger Close

The only thing worse than a dungeon full of monsters is an empty dungeon…

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!