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Talking Combat 043: The Grenade Giveth, The Grenade Taketh Away

Jason recaps the events from Roll For Combat, Episode 043: Stealth and Fitness.

The good news this week is that we were able to get into the temple without having to fight the Panelliar, aka the Elf On The Shelf. Given how Round One of that battle went, I’m glad we’re not doing that again anytime soon. On the other hand… he’s still there, and we still have to get out of here, so I have this sinking feeling that we still have to solve this problem at some point. I’m still holding out hope that we find something inside the temple that will cause the elf to stand down – some sort of password; special hat or robes that identify us as someone who’s allowed to be there; if this is the final area, maybe we can find Dr. Solstarni and she can use her scholarly ways to “defuse” him once we rescue her… something like that.

In the meantime though… lacking any other way to get into the temple, we’ve got to climb. Ohhhhh brother. For everyone else, it’s an Adam West “turn the camera sideways” walk in the park. Even for poor bookish Tuttle, it still shouldn’t be that hard – he’s the only one that can mathematically fail, but it’s still pretty hard to do so. Which is, of course, the cue for Murphy’s Law to come through with a series of single-digit dice rolls, including a natural 1 that almost sent the good Doctor plummeting to his death. Ugh.

(Add “climbing” to the list of problems to solve with technology purchases once we get out of this jungle. File it right next to “better environmental mitigation”.)

Despite the momentary drama of almost falling a few times, we do eventually reach the top, and we can get in through the observatory. Even better… we find more Loot Boxes of Wonder! (Putting Steve’s GM tip together with the game action, it sounds like these were supposed to be the reward for clearing this area, and we found them a little early. Sorry.) This time, we’ll learn our lesson and not “waste” them by using them right away – of the three we set off back on the Drift Rock, two seemed more directly applicable to combat.

Here’s where I’ll take a moment to discuss Steve’s GM point about doing things out of order. I don’t GM as often as Steve, but it seems to me like the decision point is whether you have to move story elements around to accommodate the players’ new solution to the problem. If it’s just a sweep-and-clear and you’re doing a few fights out of order because the players came in the wrong way… yeah, whatever. A-B-C and B-C-A will come out in the wash. If the players come up with something that starts displacing story elements – you bypassed the room where you get the key from the captain of the guard, and now you can’t set the Pixie Queen free because you skipped that room – maybe the GM has to find a way to (gently) disallow their actions and put them back on the rails a little.

As players, I don’t think it’s really a question of “don’t abuse it”: we still need to play innovatively and come up with creative ways to solve problems. Our job is to play and the GM decides if it’s “abuse” or not. But we do need to recognize that one of the GM’s jobs is to be a good steward of the story and that sometimes the story has to win. The world behind that GM screen looks totally different, they know what’s coming, and if they say “no” in the short term, it’s not because they want to be a dick or are too lazy to do it your way, but because they believe that making you solve the problem another way will make the overall story unfold in a more satisfying way.

At least that’s the case if you trust your GM. There are GMs who think their story is the only thing that matters and the players are just actors in their script. If you have that sort of GM, run far far away.

So Hirogi starts doing a little recon down below, and of course, there are guardians inside the temple as well. On the positive side, they seem like they aren’t going to be quite as tough as the guy outside. On the negative side, Hirogi’s stealth and the elf holo-disguise don’t seem to be fooling them, so we’re not going to be able to talk our way past them, either.

And here’s where I’m going to give Chris a compliment. For as many times as I’ve complained about “Hirogi being Hirogi” and gotten mad at him for going against the party, Chris actually comes up with a really solid plan here. Lure them up the stairs, blowing them up with grenades as they go, so they’re either dead or dying by the time they reach the top, and we set up a kill box at the top to deal with whatever’s left. Sounds good, right?

I mean, Chris is taking the initial risk luring them up the stairs, and Mo’s going to be the one holding the point at the top of the stairs, so it sounds like a great plan to Tuttle.

But then… in a more minor “Hirogi Being Hirogi” moment, Chris decides to use the goblin grenades for his plan.

Now… I don’t want to be too much of a backseat driver, and I recognize some of this is 20-20 hindsight, but I’m pretty sure we’d picked up several more conventional grenades during our travels. The cultists at the Plague Warden had a couple shock grenades on them if I remember correctly. Wouldn’t this plan have worked just as well with those? But to be fair, even though we expected some level of weirdness from goblin tech, I don’t think anyone really would’ve expected what came next.

Yup. In a classic facepalm moment, the first grenade did a nice chunk of damage and then the next one healed them back up. In the words of that wise philosopher Winnie The Pooh, “Oh bother”.

Big picture, it’s one of those great gaming moments – one of those things we’ll remember and come back to months or even years later. Six months from now, Chris will go to throw a grenade and someone’s gonna say “make sure not to heal them”. In the short term, I’m feeling like save our laughs for after we’ve survived the encounter. Right now we have fully healed animated statues coming up the stairs at us, so let’s get to work on that.

Buuuuuut that’s a story for next time. Join us next week as we (hopefully) thump some statues and continue our reverse-order trek through the Temple of the Twelve. Will we find Dr. Solstarni? Is there a boss battle in our future? Can we get back out without having to fight Panelliar? Even if we get past all of that, how are we going to get back to civilization? Tune in next time and find out.

Lastly, since Steve has been discussing plans for GenCon, I should mention that I will unfortunately not be able to attend this year. Without airing too much of my personal business, early August is one of those busy times of year at work where we’re not officially prohibited from taking a vacation, but we get a little bit of stink-eye if we do. So I’ll be following along on the Discord channel, enjoying the photos and stories along with the rest of you… hope everyone who is going has a great time.

Talking Society #1-04: View To A Xill

Jason recaps the events from the Roll For Combat playthrough of Starfinder Society Roleplaying Guild Scenario #1-04: Cries From The Drift. Episodes of this complete scenario playthrough include Part 1, Part 2, and Part 3.

Welcome to our second attempt at a Starfinder Society game: Cries From The Drift.

I suspect this write-up will be a little shorter than the last Society game for two main reasons. First, there’s a little less preamble and introducing the concept itself – with the exception of introducing our new players, we can jump right in. The second is that the adventure itself was either shorter or ended up playing faster – six of one, half-dozen of the other.

Speaking of those new faces: Loren and Rebecca. Both veterans of roleplaying games, but both first-time Starfinder players. The New York contingent already knew Rebecca, a friend from “the real world”, but this is my first time meeting either of them. I will admit it was a little hard to distinguish between their voices at first, but it got easier as we played.

Long-time listeners will notice that there’s no John/Big Sexy. Truth told, part of the raison d’etre of this episode was that John was out of commission for a week or two, so our Dead Suns campaign was going to have to go on the shelf anyway. That’s not the only time or reason we do these, but it’s a tremendously useful side benefit. Sometimes these Society shows are a great way to fill a hole in the schedule.

As far as Jess and Willit as characters? Initially, I’m a little concerned that Jess and Pollux are going to become the Lawful Good Wonder-Twins and Nala will have to smother one of them with a pillow, but we’ll see how it goes. The last thing Pollux needs is a fan club. At a nuts-and-bolts level, I’m excited to see Willit at work because we haven’t really gotten a good first-hand look at a technomancer yet – Steve played one at PaizoCon, but that’s about it. On the other hand, I’m generally creeped out by the concept of a hairless ysoki; my brain keeps jumping back to naked mole rats. Google them and enjoy your nightmares. Ew.

I should also elaborate more on one in-joke we referenced during the intros. When we mention Rob Trimarco’s luck with doors: some of that comes from our playthrough of The Half-Alive Streets where Lucan spent most of the zombie fight trying to unlock a door, but there’s actually another level to it.

When we were playing the Pathfinder Playtest at PaizoCon, we were attempting to enter a run-down shack: Rob tried to bust open the door and part of the shack collapsed, doing 1 or 2 points of damage to him. So… Doors 2, Rob 0. Just another level of context I thought you might enjoy.

We begin our adventure getting our marching orders from Zigvigix, and I have to admit I got a kick out of the fact that some of the window-dressing was recognizable to anyone who played #1-01 (The Commencement) – at the risk of a mild spoiler, the warehouse they’re busy renovating is a location for a mission Ziggy sends you on in #1-01. Obviously, all of these adventures stand alone, but it’s nice to see those little connections around the edges. So our mission (should we choose to accept it) is that a kasatha ship that was thought missing in the wake of the Scoured Stars incident has resurfaced, and we have to ascertain info about the ship and recover information about “The Bulwark” which is some sort of command base for the Exo-Guardians. Essentially, nobody knows the location of it because (take your pick) anyone who did know died in the Scoured Stars incident and anyone else who traveled there used encrypted navigation data, so they didn’t know how to get back.

The good news: STARSHIP TRAVEL! (And very likely, starship combat.) Since I built Nala’s entire backstory around being a pilot, I’m pretty excited to actually get behind the wheel of a ship.

But then… the bubble bursts:  it turns out Lucan is a better pilot than Nala. NOOOOOOOOO! (Cue the sad Charlie Brown music.)

I suppose I should’ve seen this coming, since Piloting is DEX-based, and Operatives are DEX machines, but… oops. My disappointment is half roleplay – Nala would see this as her big chance and Lucan stealing it out from under her wouldn’t sit well – and half is my frustration as a player that I’m not getting to use the main skill I built the character around. (And that I’ll probably have to do Science Officer, which I already do a lot of as Tuttle. Been there, done that.) You could make a case for Nala as Captain, since CHA is a class skill, but I didn’t train any of the skills (Bluff, Diplomacy, Intimidate) so they’re only at the +3 for the ability score. (Note to self: start training those at Level 2). As a roleplay thing, Pollux jumped in there and had Jess backing him up, so I didn’t feel like Nala would be quite ready to challenge him. Next time might be a different story.

Our first encounter in deep space was a flavor encounter with the Manta Corps, the ship full of Kalo. First, I just want to say I LOVE the Kalo as a concept. That race stood out in the Alien Archive as one of my favorites; I kinda want to roll a Kalo character one of these days. More immediately, I feel like maybe there was a side quest we might have whiffed on. At the risk of meta-gaming, it seemed like a hook for a boon or some extra items, so I’m disappointed everyone else was so quick to shoot down the idea of meeting them.

But… whatever. Moving on. We arrive at the destination, and there’s another ship already here, so we have to do ship combat (HONORABLE ship combat, if such a thing exists) to decide who gets the salvage rights. I’m not sure that’s how intergalactic “maritime” law is supposed to work, but that’s the McGuffin that gets us fighting. Don’t target life support, don’t shoot ‘em in the ass… got it. And ohbytheway, there’s a minefield of asteroids that might come into play.

I’m not going to go round by round through combat, but I suppose the biggest highlight was the question of whether we fought honorably and the possibility of Pollux picking up an Infamy point. On one hand, we didn’t technically violate the terms of the combat – we never shot them in the back, we didn’t target life support – and personally, I don’t think just using the Captain’s Taunt ability should violate the terms of the fight. But yeah, a Lawful Good character probably shouldn’t go on a racist tirade about how the entire Vesk race lacks honor. As we’ve noted, Chris is still working on the whole Lawful Good thing.

I will admit, I was disappointed that I didn’t get to pilot, but setting up multiple crits on the weapon systems made for a nice consolation prize. I do think that going forward, I might have Nala invest in some of the social skills because in any group without an Envoy or other CHA-based character, Nala might have a decent shot at having the best Captain skills.

So to summarize: we win the battle, Pollux is taking his first steps toward an ANTI-Paladin build, and we arrive at the kasatha vessel.

(But first… oh hey! Voiceover Guy! We have intros for our Society characters now! Cool!)

So we arrive at the ship. Derelict vessel, signs of struggle, blood everywhere – lovely. And a space storm rolling in, which puts everything on a tight clock. That last bit is pretty normal for Society scenarios – they want to keep the action flowing and not bog down in camping for the night, so there’s usually some time constraint baked into a lot of these.

The first part of the adventure is just exploring the ship and figuring out what happened. It’s kind of a slow time for Nala as she’s not much of a skills-monkey, but that’s cool: I do enough of that stuff as Tuttle. Fortunately, the crew quarters supply a lot of the answers, as well as personal effects to take back – the secondary goal of our mission. To summarize what we learned:

  • Something happened at the Bulwark that had Yotto out of sorts.
  • Yotto dies during the incident that damaged the ship.
  • Yotto re-animates as a ghost; the crew drives it into the captain’s cabin with force batons and trap it with a force-field (but with the captain inside).
  • It sounds like there are at least six crew members. Teliu – the narrator who wrote the log entries. Yotto, who died and became the ghost. The captain, unnamed, trapped in the cabin with the ghost. The android Blue Sky-101 – dead, but unclear how it happened. Kela – the engineer who rigged batteries to amplify the field. Traska, whose mention was encrypting the ship’s log. There’s also a mention of “the pilot” – is that Traska or a 7th person?

The exploration continues. In the damaged weapon pod, we find the remains of the android Blue Sky-101 amidst the wreckage. Putting two and two together, it looks like maybe they were trying to blow the ghost into space, and Blue Sky-101 was the bait/someone had to operate the force field. Clearly, that didn’t go well for him. The dojo doesn’t reveal much in the way of new information… I think the dojo was an alternate way to gather information if a group did the rooms in a different order or somehow couldn’t get the datapad charged. On the other hand, the sparring robot supplies us with the battery which will eventually be useful in opening doors.

And, as it turns out, activating previously-dormant sentry turrets.

This fight was a little embarrassing for two reasons. First, I feel like a bit of a dumbass for running down into the killzone before realizing the turret was 15 feet off the ground. (Where are those falcon boots from the last adventure when you need them?) Even my secondary plan – wait until round 3 and set off Supernova – was flawed because it has a 10-foot radius and the turret is 15 feet up. So… yeah… drop prone and pew-pew-pew. The other was that the problem contained its own fairly obvious solution – just pull the battery. In fairness to Loren, Willit suggested this but never got around to doing it.

On the other hand, we got the turret down with no significant damage – just stamina (I think Jess dipped two points into “real” damage) – so no harm was done. At least figuring out the battery situation allows us to access the rest of the ship. And in doing so and reaching the dining hall, we get our first clue that there’s something other than the ghost on this ship – exploding spores, general viscera, and so on. I guess there’s a chance the ghost escaped and did this, but the Splodey-Spores Jess stumbled into don’t really jibe with a ghost. This… this is something else. But what?

The answer to that question awaits us on the bridge: oh look, a xill! I have to admit I felt bad for Becky and Loren – for their first Starfinder experience, this final battle ended up being not-very-fun for them. Willit didn’t even get to take part because she had to manage the Two-Step Battery Shuffle, and poor Jess got to be the recipient of all the xill-related nastiness. Paralysis. Implantation. Things You Cannot Unsee. Of course, Bob didn’t have a fun time for different reasons – three straight Spell Resistance whiffs on Mind Thrust. Ouch. Fortunately, for all its offensive ability, the xill wasn’t especially hard on the defensive side of the ledger – not especially hard to hit, no damage reduction, manageable hit points – so the rest of us were able to beat it down fairly quickly. Could’ve gotten messy, but we lived. Don’t look a gift xill in the implantation tube.

So after the fight, we search around and recover the nav data for the Bulwark. Break out the party hats, right? Well… that leaves us with a bit of a dilemma. We have the navigation logs for the Bulwark (our primary objective), we have the personal effects of the crew (our secondary objective), and we had found the captain’s keycard in the previous room. Do we stay and fight one more battle for the sake of saying we finished everything, or should we just declare victory and avoid the creature that’s likely to be tougher than the one that just drained most of our resources?

Now in general, I hate running from a fight and I’m a completionist at heart. When I play video games, I’m one of those people who gets lost in side quests for an extra 20 or 30 hours. And I’m just stubborn – ironically, we had a very similar conversation over in our Dead Suns game. And as a group, we’ve been known to get pretty aggressive from time to time. But being coldly analytical about it:

  • Willit would be the only person functioning at full capacity. Let’s say she was able to go with three full-attack Magic Missiles, that’s maybe… 25, 30 points of damage (depending on how the dice go)? Can the rest of us make up the rest?
  • Conversely, Quinn would have basically been useless. He’s out of spells. He could be a potion caddy, or maybe (as he did in Half-Alive Streets) he could take a hit to buy us some time, but that’s about it.
  • That leaves four of us and TWO force batons, so two of us would be able to do usable melee damage. Lucan feels more like he’s built for ranged fighting, so it feels like Pollux, Jess, and I would be the main candidates for that “honor”.
  • Jess either has zero or one resolve point left, so she’s got no margin for error. She drops, she dies, basically.
  • My solarian weapon has cool celestial flavor but is still ultimately bludgeoning damage, so that’s also useless. Supernova will still help some, but half damage every three rounds doesn’t sound that exciting, and if we’re in close quarters, friendly fire could do more damage to us than to the ghost.

So you see what we’re up against here. And for what? Bragging rights? A few extra credits? An item we will have to turn back into the Starfinder Lending Library anyway? Much as it wounds my pride to do it, I think there are times where you have to bend to reality and this is one of those times. We accomplished what we set out to do, so let’s get the hell out of Dodge. Either the storm will kill it, or it’ll be just another thing wandering the vast expanse of space. Or maybe we can come back and stomp it when we’re Level 20. Put the Yotto-Ghost on the menu for Starfinder Society: The Revenge Tour!

So we return home and settle up with Ziggy: Cries From The Drift is in the books. A pretty good adventure, even if walking away from the final fight was a little unsatisfying. In-game, even though I didn’t get to pilot, I got my moments: I held my own in the xill fight, got the kill shot on the turret, and my sciencing helped score some crits during the space battle. Out-of-game, we got to meet some new people and RFC served as their first introduction to Starfinder – can’t complain about that. Lastly, I’m also excited because Nala is on the cusp of leveling up – one more adventure should do it!

And as Steve hinted, that next time will be in Fugitive On The Red Planet (#1-02). It’s been played; we just have to figure out when we’re going to air it with GenCon and some other things coming up. Hopefully, it’ll be soon, and we hope you tune in to check that one out.

Talking Combat 042: Die Another Day

Jason recaps the events from Roll For Combat, Episode 042: What We’ve Got Here Is Failure To Communicate.

Well, that was almost a barrel full of suck, wasn’t it?

In general, I tend to be stubborn as a player. Once I engage in a fight, I kind of want to see it through. To quote from The Magnificent Seven, “nobody throws me my own guns and tells me to run”. So as a general rule of thumb, I tend to flee reluctantly: part of me wanted to stay and try to slug it out with the temple guardian.

But in this case, I wasn’t going to protest.

First, I’m struck with the realization that Tuttle is not the character to be taking that stand. If I were one of the primary damage dealers, it might be easier for me to sit there and slug it out. As an “in the rear with the gear” guy who has to overload his gun just to sniff double-digit damage, I tend to leave the fight-or-flight decisions to the people who are in the front taking the big hits – mostly Mo, sometimes Hirogi.

Also, I’m not an idiot: it’s hard to ignore a mountain of evidence staring you in the face. The guy was hitting on single-digit rolls, +11 to damage meant he was starting around 15 damage on even fairly pedestrian rolls… yeah, I don’t think we would’ve lasted very long. Mo got off to a good start hitting on two attacks, but the rest of us might have done five points of damage combined. And at the risk of meta-gaming, the fact that he was a solarian meant that he had as-yet-untapped graviton and photon powers (which Steve reminded us of after the fight was over by having him fire his corona power).

This wanders into the territory of Steve’s GM tip, but I like the way Steve chose to handle this and thought he did everything a GM should do in a situation like that. I think we’ve brushed up against this topic in other Talking’s, but my position on the “no-win” encounter is this: all I ask is a fair chance to avoid it or choose a different path if possible. Give me a warning sign and let me choose. If I’m dumb and ignore the warning signs (or miss them entirely) and get killed, that’s on me; conversely, running into a complete meat-grinder of an encounter on rails because that’s what the story says is supposed to happen is kind of lame.

Having said that, I do recognize that sometimes stories funnel through a single point and there’s no real way to provide choice, especially when you’re approaching big boss-battle setpieces. I’m imagining Frodo and Sam reaching the foot of Mount Doom and then deciding they needed to take a detour for supplies. Sometimes it’s just not possible, and it’s important to acknowledge those times too. I do think this is verging on that – we’re not totally out of options, but you do get the sense that the Temple of the Twelve is a fairly pivotal location and we’ve got to get in there.

When we were first playing through this, my concern was that we missed something – like maybe there was a password or secret handshake we were supposed to learn back at the Plague Warden. But with the fresh ears that come from re-listening a few weeks later, I noticed that Steve used the word “compelled” three or four times (including having Wahloss chime in) and made references to the “Speaker for the Stareater”… leader of the cultists, maybe? So I think it’s more likely this guy would normally be more favorably inclined to let us in but has been influenced to keep us out. And here we are with no magic – what I wouldn’t give for a good old Level 1 Pathfinder cleric with Turn Undead right about now.

But all of that is academic. We don’t have the tools for a frontal assault, so it’s time to get clever. Turning back to the problem at hand, it’s frustrating we got rejected, but it does still seem like we have a few options. There are a few side buildings in the area – going back to the password theory, maybe there’s a hint as to how to get in somewhere else in the grounds. (The Moria “speak, friend, and enter” runes, or maybe the cultists left something behind.) I suppose we could look around for another way to get into the temple, though it seems unlikely at first glance. We could always skip the temple entirely and go up the hill – I think he said some of the cultists were still up there – but that feels wrong; it seems like the Temple of the Twelve is the key location to be dealt with at the moment. It feels like either the Temple is the final encounter and the summit is treasure/denouement, or maybe we get some info from the Temple and take it to the summit for whatever final encounter awaits.

Heck, maybe we still have to fight this guy, but we plan it a little smarter and not just launch right into a frontal assault. At the risk of meta-gaming, solarians tend to be more effective at melee than at range; maybe we try to make it a mobile fight and burn him down from a distance instead of going toe-to-toe.

The other fight against the eel was mostly non-descript; really, the tactics of getting people up the narrow steps and into position probably posed a bigger challenge than the creature itself. The one bit of excitement was that we almost got to see CHDRR crit with the chainsaw wings. Granted, a lot of the critical wounds are based on humanoid physiology – clearly, an eel doesn’t really have any arms or legs to chop off – but it still could’ve been cool. Maybe next time.

And OK, it was hilarious that Hirogi rolled yet another 1 for Holographic Clones. We’ve officially passed Coincidence and are into Running Joke territory.

As we end this week’s episode, we’ve been dealt a bit of a setback, but we’re still in the game. How are we going to get into the Temple of the Twelve? Do you think Steve handled the no-win battle appropriately? Feel free to drop by social media and let us know what you think, and we’ll see you next week.

Talking Combat 041: Return to Ascender

Jason recaps the events from Roll For Combat, Episode 041: Talk to the Hand.

I normally don’t go back to the well on a previous episode, but I was surprised to see how many people on social media were totally OK with Hirogi offing the sniper last week.

I’ll meet the vox populi halfway on this, insofar as I can’t tell you what my Plan B would’ve been for dealing with her if Hirogi hadn’t pulled the trigger. If we let her go, there’s a chance she could get in touch with the rest of her group or find another way to attack us (maybe she was shrewd enough to keep a backup weapons cache out there somewhere, or even just setting more wild animals on us). If we tied her up and left her behind – either at the temple or somewhere in the wilderness – isn’t that the same net effect as killing her, except we’d be trying to pretend we don’t have blood on our hands? And if we brought her with us as a prisoner, she represents an active threat we have to account for at all times. I’ll admit there were no good solutions there. So I’ll concede that maybe Hirogi just did what was going to become inevitable anyway. (Steve’s side commentary certainly made it sound that way.)

On the other hand, I’m sticking to my guns (puns semi-intended) that shooting a potential source of information without asking any questions at all was a bit… well… dumb. When it comes to the communication device, it might have been handy to ask questions about who was on the other end, whether there was a set schedule for contact, if there was any sort of code or handshake protocol involved, etc. Maybe she answers, maybe she doesn’t, but I still say it was shortsighted not to ask.

Also, as a roleplaying thing, Tuttle is Lawful Neutral, so I don’t think he’d be cool about executing a surrendered prisoner. Though Lawful Neutral would be that he’s less concerned with the killing itself, more concerned that the proper paperwork was not filed in advance. Tuttle is a very “due process” guy, to whatever extent such a thing exists within the Pact Worlds.

Getting back to current action, the moss-covered carvings gave me two insights – one which I actually mentioned during the episode, but one that occurred to me as I’m re-listening.

The one I mentioned during the show (the “they’re digging in the wrong place” moment) is that maybe we now have some information the cultists don’t have. Granted it’s in the form of alien runes we can’t read, but still: If the moss was undisturbed, that implies the possibility that their group didn’t see those carvings. I don’t think we can rely on that too much – they’re still holding Dr. Solstarni, they may have other sources of knowledge we don’t know about – but maybe we’ll reach a point later where we have something they don’t have.

The thought I’m just thinking now: I wonder if we should’ve tried pouring some of the water from the fountain at the entrance into those carvings. It just feels like the fountain should have had greater implications than alleviating a fairly minor debuff, and Steve did mention water collecting in the carvings. I wonder if there was a connection there we missed, or if I’m just reading too much into coincidental imagery. Or maybe I’ve played too much Tomb Raider over the years and am looking for the inevitable puzzle. I wish I’d thought of it at the time, though.

The plot to use the communicator to send misinformation back to the main group – it’s superficially intriguing, but I’m also not convinced it’s going to buy us all that much. First, if they’re professional enough to leave an ambush team behind, they’re probably not going to get caught with their pants completely down, even if we craft the most convincing fake dispatch ever written. Second, and probably more importantly is that we’re the pursuers – “catch up with them and fight them” is pretty much how this is going to play out at some point. Showing up a day early doesn’t really change the dynamic.

On the other hand, trying doesn’t seem like it would cause any great harm either. Let’s say we botch the message and they know the sniper failed and we’re close behind… it’s still not like they can airlift in more guys or more weapons. We’ve got what we’ve got; they’ve got what they’ve got. At most, knowing we’re coming would give them some advance warning to possibly hide or destroy information we would need, or maybe eliminate Dr. Solstarni when they’re done with her so we can’t benefit from her research.

I almost wish the communicator was enabled in the opposite direction – that we could get some insight into what was going to be awaiting us when we arrive. That would almost be more useful.

As we end the episode, the fake message part of the conversation seems to be mostly academic, as we reach the stairs described in Zan’s writings, which means we’re pretty close to catching up to them anyway. Well, after we fight this critter in the bushes, apparently.

As far as Steve’s GM tip this week: I have to say that playing in an online setting, the tools tend to spoil us a little. Discord provides us with lots of different chat feeds, and Bob has gravitated toward the role of notetaker over the year, so we tend to have a pretty decent summary of recent action at our fingertips whenever we need it. For me this is a good thing, as I’m much more of a memory guy than a notes guy – sometimes it’ll work out well because I’ll come up with some plot point while Bob and the others are scrolling through chat logs to find it; other times, I’ll whiff on pretty basic stuff. But as a group as a whole, we usually manage to keep the major plot points in focus and don’t get too far off into the weeds.

Speaking of “in the weeds”… time to fight whatever critter is waiting for us at the landing on the stairs. Tune in next week to see how it goes, and in the meantime, feel free to drop us a line and let us know what you think about all this.

Talking Combat 040: I Do Not Approve Of Your Methods

Jason recaps the events from Roll For Combat, Episode 040: Good Cop, Bad Cop, Hirogi Cop.

Oh, Hirogi, what are we going to do with you?

If you’ve been listening to the show this far, you know that Chris is a bit impulsive. Returning Clara-247’s weapons while we were exploring the Drift Rock. Jumping through the Loot Box of Wonder portal while we were still discussing things. I’m sure there are other examples I’m not thinking of. Hirogi Being Hirogi. You know the drill. But this week we graduate to the cold-blooded murder of a prisoner who already surrendered.

What. The Actual. Fffffff…..

On one hand, we’re not a party of paladins, we’re not going to lose our powers if we don’t adhere to strict Lawful Good behavior. It’s not even a Society game, so there’s no risk of picking up an Infamy point. And who’s even going to say anything? Wahloss?

On the other hand, we are still supposed to be the good guys in this scenario and executing prisoners doesn’t seem to fit the definition. More pragmatically, as you can hear me arguing, I felt like there was still plenty of information to get from the sniper and Chris’ need to do… something… kind of robbed us of a chance to get that information.

I guess you can make an argument (and Chris was making some overtures in this direction) that it was a roleplaying decision, that he hates the bugs that much or that it’s part of his hunter code thing. But here’s the thing on that… for all times he resets that Starship Troopers quote, I think he’s getting his lore wrong – the Shirren and the Formians are different species. (Formians look more like ants that walk upright.) Oops. Also, while you can argue the overall fight was a worthy test, I’m not sure befits a “mighty hunter” to kill an unarmed prisoner. The Hirogen… and yes, forty episodes in, I JUST got it that Chris named his character after the hunter race from Star Trek: Voyager… would not approve of such behavior. It seems like a true hunter would’ve given her a knife and a 5-minute head start.

Steve is right that I was mad, though I didn’t think I sounded that bad; in fact, I thought I made some good logical points. Having said that, he’s right: this incident frustrated me because it was so unnecessary. With giving Clara her weapons, it was a 50-50 call, and I even started to move toward changing my vote, only to find out Chris had given her the guns anyway. With the portal, there was no real question we were going to use it; the real question was whether to use it before or after checking the rest of the alien complex. But with the sniper, it just feels like there was nothing positive to be gained and a lot to be lost.

I suppose this is a good time to take a little detour and talk about Steve’s GM tip a little bit. When does something become official? When do you “take your hand off the piece” at a virtual tabletop?

In combat, it’s pretty cut-and-dry because of the way the tool (D20Pro for us) is used creates the decision points. Whatever you say out loud is just thinking it over; even moving can be canceled and re-done if you think of a more efficient path; when you submit the attack in the tool, that’s when it becomes official. Similarly, if you’re not attacking and just taking actions, hitting the space bar to end your turn is the Regis Philibin-esque “final answer”.

Outside of combat is where it gets a little tricky. Steve mentioned his rules about free movement (you move until you see something or step on something) and getting a confirmation, and they’ve worked pretty well for us over the years. The one thing he didn’t explicitly mention is that rolling any sort of die also acts as a confirmation – if you roll that skill check, you’ve committed to it. What this incident revealed is that we don’t really have any sort of understanding amongst us players for deciding what we should be doing, or any way to stop someone from doing something. It doesn’t come up often, but maybe it’s something to consider going forward.

Nevertheless, Steve kind of let Chris off the hook retroactively with the “Sense Motive From Beyond The Grave”, with the revelation that we weren’t really going to get any further info anyway, so I guess there was no real harm done. Beyond yet another mild ding against group cohesion, of course.

After The Incident, you will notice some confusion and clarifying questions on my part. I had gotten a little confused because in the earlier episodes back in Qabar’at, it sounded like the people at the fort were describing a team of professional soldier types, not creepy death cultists. So I started thinking (probably mistakenly) that maybe there are two different factions out here – the soldiers are heading out with Dr. Solstarni, but there’s another faction – the cultists – who already live out here. I guess it could still be the same group and the cultists could’ve dressed in more “professional” disguise when they were in town and then put on their death gear once they got back out in the wild, but that’s why you heard me asking a lot of questions about the various earlier encounters. Trying to nail down who was who, and whether we were dealing with two teams or one.

For all the frustration with Hirogi, the interrogation wasn’t a total loss. We did get confirmation that this is the group that has been harrying our progress, including starting the stampede, and we got at least one-way access into their comms. I don’t know if it’s coming up in the next episode, or it ended up on the cutting room floor, but we did spend a little time figuring out if there was a way we could use that to our advantage by feeding the main group false information.

From the temple itself, we also got star charts (or something like it) from the temple walls and more samples of the alien writing, confirming we’re on the right track. None of it seems like it’s of immediate use – I was thinking maybe there would be a secret chamber or something — but maybe that stuff will come into play when we reach the final destination, or maybe the star maps are a guide to the next destination after Castrovel.

So next week, I guess we finally put difficult terrain behind us and resume the chase. I think we’re only like 2 or 3 days from the supposed final destination, so hopefully, we’ll be catching up to the rest of the group and resolving the mystery soon. In the meantime, feel free to pop on over to Discord or join us on social media and let us know how you feel about Roll For Cold-Blooded Murder.

Pathfinder Planar Adventures Review – The Good, the Bad, and the Astral

Pathfinder Planar Adventures PDF

If you enjoyed this review make sure to check out our weekly actual play podcast where Jason and the team are playing the Starfinder Dead Sun’s adventure path as well as the occasional Starfinder Society adventure as well.

“One last time. Relax, walk the planes with me. One last tiiiiiiiiiime.”

Let’s talk about Planar Adventures. Planar Adventures has the distinction of being the final scheduled hardcover release for the original Pathfinder system.

Now I must admit, when Steve first asked me to take a look at it, I was a little squeamish. First, we mostly play adventure paths these days, so homebrew planar stuff isn’t really in our wheelhouse as a gaming group. More importantly, my most vivid frame of reference for a book like this is the old AD&D Deities And Demigods, aka “Let’s Give the Gods Stat Blocks. So You Can KILL Them!”. Done poorly, planar gaming is the sort of stuff that can get out of hand and go spectacularly wrong.

Wisely, Planar Adventures seems to know this and is not that kind of book. Much like the Pact Worlds book I reviewed for Starfinder, Planar Adventures is more of a toolkit for GMs who want to play around with this stuff. It gives a framework for what a planar adventure might look like and tools to make it happen, but it also understands that the GM still has to build the game that’s right for his or her table.

Having just said this is mostly a book for GMs, the first chapter (“Planar Characters”) is actually for the players. You’ve got planar archetypes for several classes – some of these are pretty great. The Gloomblade intrigued me because it’s basically bringing Starfinder’s Solarian weapon into the Pathfinder setting – the fighter can summon a shadow weapon of his choosing, and it can be any weapon he’s proficient in. Feats are a mixed bag, but the most intriguing to me were the conduit feats, that can get anyone (even non-casters) access to magic abilities just by investing in Knowledge (Planes). One that made me drool a little was the Flickering Step feat, where for 9 ranks in Knowledge (Planes), you can use Dimension Door as a spell-like ability. The spells and magic items were a little more situational: a lot of the focus was on enabling planar travel – how to get there, how to get back, how to talk to the locals while you’re there, etc. – though some are more “planar-flavored” tools that would still add an exotic flavor to a more conventional campaign. But let’s be honest that the majority is designed to tug you in that direction.

The next chapter (“Running Planar Adventures”) is more of a high-level look at GM-ing planar adventures. First, there are the nuts-and-bolts discussions – how does time work, how does gravity work, how do spells work. Think “underwater combat rules”, but for the planes. Then more of a world-building digression into the actual theological workings of souls and what happens when characters die. Then the book gets back into the brass tacks – how do you enable this stuff in your stories? How do you get characters to and from the planes? What magical items can get them there? What story hooks do you place?

I will warn you the gods make an appearance here, but no, you can’t kill them. In fact, the only real tangible game impact is that each god has a “Divine Gift” they can bestow on their favored mortals. If you’ve been listening to our Starfinder podcast, Sarenrae is going to be particularly popular in our group – her divine gift is a prayer that makes all healing actions heal for the maximum amount for 24 hours. No more pesky 1’s to deal with!

The next, and largest section (“The Great Beyond”) is the Rand-McNally World Atlas of the planar universe.

Let’s first review the general structure of the planes as Pathfinder sees them. In the center is the Material World, which is where we adventurers hang our hats 99% of the time. The next layer out represents the various magical forces – the four elemental types, plus positive and negative energy. (Though there are also Material-Positive and Material-Negative boundary planes.) Now dunk all of that in Jell-O to fill in the gaps between planes – that Jell-O is the ethereal plane. (“Though really it’s metaphysical Jell-O that co-occupies the same space as the Materi… never mind.”). That ball of cosmological stuff is the “inner planes”.

But then that Inner Planes ball represents the core of a larger ball, like the nucleus of an atom or the core of a planet. The next layer out is the ethereal plane, which connects to the “outer planes”, which are alignment based afterlives/homes of the gods themselves. “Heaven” is the Lawful Good plane, “The Abyss” represents the Chaotic Evil end of the spectrum, and so on. Outside all of that, there are a few other general planar spaces (“demi-planes”) that don’t fit in the model, but that’s kind of the gist of it.

Feel free to take a “box wine and Cheetos” break and contemplate you or your character’s place in the universe for a few minutes. I’ll wait.

The book presents each of the planes in consistent fashion. There’s a “stat-block” for each plane that summarizes the bullet points of each plane – gravity, passage of time, alignment, who the major inhabitants are, etc. They then go through subsections:

  • Denizens: Who lives there on a permanent basis. The Denizens section is usually where they place an inset for a random encounter table for the plane in question.
  • Deities: Are there any gods here? As a quick cut, no for the inner planes, yes for the outer. The elemental planes have elemental lords that end up in this section, but they’re not really gods since they’re not generally worshiped by the humanoid races.
  • Locations: You don’t think of planes as having “locations” but most of them do. Sometimes these will be formal cities with population, government, notable NPC’s, etc.; other times, they’ll just be interesting map locations to visit. These represent the storytelling hooks a GM can build an adventure on.
  • Exploration: This is where any relevant game rules are discussed in further detail – all spells are twice as effective, map-making is impossible because everything is constantly shifting, penguins with death touch, etc.

There is also a subsection for “Demi-Planes and Dimensions” which covers a few places that don’t fit the model. Those write-ups tend to include the stat-block and a few paragraphs describing it, without the other formal categories. I thought the neatest of these was the Akashic Record also known as the “Reading Room” hidden somewhere within the Astral Plane that contains a psychic library of all knowledge, anywhere in the multiverse.

The final section is the Bestiary, which is… you guessed it… creatures relevant to the planar settings. (21 to be specific). As you would expect, most of the creatures are mid-to-high level threats – you’re not going to be sending new characters out to the planes – but I was surprised to find three races (Aphorite, Duskwalker, Ganzi) with rules for creating actual characters. Some of the creatures represent the “cannon fodder” species for a particular plane, but there are a few oddballs sprinkled in as well. You have the Sapphire Ooze, a good ooze that wants to help people – it will even allow itself to be worn as armor. There are The Watchers, these giant walking eyestalks that show up to observe the destruction of worlds – they’re invisible in plane… errr… plain sight unless you make a ridiculously high Will save and they aren’t there to attack… just watch. (And if you see one, shit’s about to get real.) And there’s the Wrackworm – all the fun of a traditional CR20 giant worm, but he can also bite dimensional portals into existence. But if you’re really cruel, there’s the Level 30 Leviathan – eye beams, bite that dispels magic, tail slap that can plane shift targets, and if you get eaten, its innards are a maze you have to escape. If you really need something god-like to fight, the Cosmic Whale is willing to be your huckleberry.

I think one “elephant in the room” question one has to ask this close to the Pathfinder Playtest is “how much of this stuff could be ported over to the new system?” You’re going to have some people on the fence because maybe they’re worried about buying books for a system that’s… it’s not going away, but it might be fading into the background a little. I think most of this stuff is written at an abstract enough level that it can be brought to the new system intact. I think the character stuff and the creatures might not survive the transition easily – though Paizo or the community may yet create a conversion path – but the general world-building and infrastructure stuff that comprises most of the book should survive intact. Or… just keep playing original Pathfinder if that’s your thing. There’s probably still some glutton for punishment playing blue-box D&D out there somewhere.

Since we’ve predominantly been a Starfinder podcast, this led to an interesting side discussion: could you use this material for Starfinder? And… after thinking about it, I’ll give that a “maybe” as well, though I’m not sure I’d recommend it over the official Starfinder releases. I mean, it’s clearly meant to be a shared universe, the races of the Pact Worlds worship many of the same gods. It’s not hard to imagine that maybe Drift travel is powered under the hood by planar forces, and if that travel goes awry, maybe you could find yourself on a different plane. I’d say the context is there if someone wanted to use it that way. On the other hand, maybe with the Starfinder system being so young, there’s a little danger in creating new lore in your own campaigns that could later be contradicted by a future official release.

So what’s my final analysis? I’ll put it this way: as a personal philosophy, I like my cosmos mysterious an unknowable, and I’m not crazy about reducing the planes to Just Another Place To Visit. But if I was into that sort of gaming, this feels like the right way to present it – it brings some level of order to the chaos, but without the excesses of god-killing, and still leaves the major decisions to the GM sitting at the table. If planar campaigns are your thing, this book feels like a good one to have.

Talking Combat 039: Cheesy and Chrome

Jason recaps the events from Roll For Combat, Episode 039: The Great Indoors.

Well…. No more difficult terrain to deal with. What am I going to complain about now? Part of me finds surrender an unsatisfying way to win, but I suppose if the sniper had jumped down and started running across the difficult terrain and we had to chase it, I probably would’ve voluntarily poured Diet Coke on my own laptop to make the misery stop.

On the surface, we started this phase of the battle in pretty rough shape, as everyone except Tuttle was pretty dinged up. On the other hand, we’d gotten the two biggest challenges out of the way with, and what’s left didn’t feel that imposing. Two guys who just felt like cannon-fodder and a sniper whose weapon hits hard but fires slowly. Even in our current condition, I still felt like we could handle it, and that turned out to be correct.

In fact, I’m noticing a larger trend here. I find myself worrying when we face monsters – they tend to come with the sorts of nasty special abilities that really stretch our lack of magic and/or healing to the limits. Disease. Poison. Paralysis. Implanting of chest-bursters. General nastiness. But when we face humanoids? By and large, they tend to just be straight-up slugfests, and I usually put my money on our team in situations like that. Even in a situation like this where we enter pre-damaged, I’m able to retain a certain level of “we’ve got this” confidence.

You’ve got guns, we’ve got guns. You’ve got grenades, we’ve got grenades. Cue the Morpheus “bring it on” hand gesture.

I will admit part of that bravado is just dumb luck that we haven’t run into any humanoids with magic or other special abilities. So far it’s just been their firepower vs. our firepower. It’s possible we’ll eventually run into a humanoid caster and that might get uncomfortable. (See Also: PaizoCon, where we fought a technomancer NPC that definitely took a little bit of a toll on us.) But for the most part, it’s been battles of roughly equal tools.

And another part of that bravado is that in this particular battle, it’s easy for me to say that – I’m only into stamina damage.  Maybe I’d be feeling different if the StarJelly had spent the last 15 rounds chewing on me instead of Mo. I’ll accept some ribbing from the guys about that, but I can’t feel guilty about it. It’s a product of circumstance. As I pointed out last time, the game mechanics of moving the drone put me at a disadvantage. Unless the guys would’ve preferred I left CHDRR (and half my offense) to supervise Wahloss’ omelet-making, I was going to fall behind and there wasn’t much to be done about it. At least until Level 7 where CHDRR gets an AI upgrade.

I do think Steve gave us a bit of a hint how we could’ve handled this differently when he dropped the factoid into the conversation that the sniper didn’t start shooting until we reached 250 feet. The good folks at 20/20 Hindsight Farms would probably say Mo should’ve pulled back when the SpaceJelly hit him and we should’ve dealt with that outside the sniper’s range first, and then charged. But hey… you live, you learn.

Well, most people learn. Us? Not so much.

Speaking of living and learning, I would like to point out that this is the first episode where you can see me actively looking for chances to use THE BUTTON. (And for the record, this was recorded before we went to PaizoCon, so I hadn’t received my public shaming yet.) We reached a point where the sniper was cornered out on the statue’s hand, there was nowhere to run: full attacks from everyone involved to finish things quicker was clearly the smart play, but it seemed like a good moment to give the people what they want. I will admit to a faint glimmer of hubris that we’d still get Whirling Chainsaw Dervish and THE BUTTON would actually notch its first direct kill, but nope… instead, we get NASCAR CHDRR. He will ride eternal, cheesy and chrome!

I’m starting to gravitate toward the realization that most of THE BUTTON’s effects are buffs and heals, which means a) let’s start deploying it earlier in fights and b) let’s not worry so much about positioning CHDRR in front of bad guys before using it. If there’s a Whirling Chainsaw Dervish waiting to be found, it feels like it’s going to be a pretty extreme edge case, so it’s probably best to stop treating it as the most likely outcome.

Regarding Steve’s GM tip about the Pathfinder Playtest game modes, I think we stumbled on a lot of that organically by virtue of being a group that plays remotely (and in particular in different time zones). Even before we started podcasting, time was our most precious commodity – we had people in different time zones, three of us are parents, we ALL have various out-of-game obligations, we tend to not have a lot of wiggle room to start early or end late. Yes, it’s a leisure activity, but we are forced to keep to a schedule with some diligence.

Downtime mode was a natural extension of that schedule – do as much of possible out-of-channel so we could maximize our “productivity” (I hate the word – it conjures up images of PowerPoint slides – but it’s applicable here) when we actually got online to play. For us, “downtime” really meant DOWNtime. Leveling characters, going shopping, crafting, research, even some low-level NPC interactions were things we didn’t actually “play” but instead farmed out to email between sessions. Thumbing through the rulebook choosing feats might be moderately interesting when you’re face to face and can shoot the breeze while you’re doing it: when you’re disembodied voices on the other end of a headset, it starts to feel like an invitation to check out.

Exploration mode is similar though there’s really no way to do it out of channel. Looting/searching rooms after a battle is a prime example – dragging our characters around D20Pro square by square doing Perception checks may be the technically correct way to do it (“I look in the crate”, “I look behind the sofa”), and maybe there’s a way to make that flow sitting at a table. In an online setting, it feels more like turning 2 minutes of actual action into 15 minutes of busy-work. So there are a lot of times where Steve lets us exist in a perpetual “Take 20” bubble that functions a whole lot like “Exploration Mode”. The two exceptions are a) if there are specific things that need to be found, or devices that are binary in nature (you make them work or something bad happens) or b) if we’re in a section of the adventure where time is a factor and the time associated with a bunch of Take-10/Take-20 equivalents would be unfair.

I don’t to make this sound like it was an easy or obvious for Paizo to come up with, but it does seem like a useful way to structure and apply terminology and boundaries to something we already do. Like Steve said, sometimes there can be gray areas where you don’t know whether something should be hand-waved, and having a rule to fall back on could be very useful.

So next week, we’re done fighting, but we’re not necessarily done with the encounter as a whole. We still have to see what information the sniper might have, and we probably need to drag Wahloss up to the temple to see if there are any clues to be found. While we’re waiting for that to happen, feel free to drop into Downtime Mode and join us on social media. See you next week.

Talking Combat 038: Welcome Back, My Friends, to the Fight That Never Ends

Talking-Combat-38

Jason recaps the events from Roll For Combat, Episode 038: Meet And Greet At The Feet.

Full disclosure: this week’s Talking is coming to you from my yearly family beach vacation in the Outer Banks, so you may get whatever I feel like writing before sun, seafood, and…

(Hmmmm…. Alliteration time. Something else starting with “S”. Salamanders? Soul-crushing ennui? SAND!…)

…sand pull me away from the keyboard. Consider yourselves warned.

This is one of those episodes where there’s a lot going on, but not a lot of it involved Tuttle. If you look at my character arc for this episode, it’s basically “run a lot, get shot once”. I’ve noticed the difficult terrain is doubly difficult for poor Dr. Blacktail – even setting aside snotty jokes about the poor physical fitness of academic types, the fact that I have to share movement with the drone is proving to be painful. Rusty and Hirogi can just double-move each round and they’re good. Tuttle has to play his round-by-round game of leapfrog with CHDRR, so it’s taking him a lot longer to get from Point A to Point B.

Some of it is one of those “session vs. episode” disconnects. Since we play for 2.5 or 3 hours and the episodes are usually an hour-ish, one recording session often (but not always) yields two episodes. So you can get a session where someone’s contributions were just front-loaded or back-loaded in such a way that there’s an episode where they disappear a little. This week was one of those. At the risk of providing a mild spoiler for next week, Tuttle and CHDRR do finally get into the action at some point.

I don’t want to beat the dead horse from last week, but I’m still feeling like we missed something when approaching this encounter. Maybe there was a path through the difficult terrain that a Perception check would’ve revealed. Maybe letting Wahloss make a Culture check would’ve given us some insight as to where elves put their temple entrances instead of just barging through. (Yes, I’m saying elves have a racial foot fetish. Add it to the Pathfinder Playtest.) Heck, maybe we should’ve just meta-gamed enough to make the real-world parallel to the Statue of Liberty and assumed the entrance was at the feet. But it still feels a little sadistic of the designers to put the entry point of the map about as far away from the temple entrance as you could possibly put it.

Two things dawned on me while writing this:

First is just the observation that this almost has to be the person who started the stampede. Sniper rifle could’ve spooked the herd from a safe (for them) distance… there can’t be TWO snipers running around out there, right?

Second, I noticed the sniper never tried to shoot Mo. Was that just Steve being charitable and trying to not to pile on John since we left him to die, or did the sniper not have a clear shot? Was THAT our way of separating the two encounters and we missed it – the jelly was guarding the approach where the sniper couldn’t hit us? That seems counter-intuitive at first glance – you’d think the sniper would pick a spot that would cover our most likely approach, but you never know.

The good news is “one down, one to go” as Mo finally got his revenge on the StarJelly. With a crit, no less. There’s a little cognitive dissonance that you can kill a huge creature hovering 50 feet up by hacking at its (wafer-thin) tendrils, but if that’s what the man says, that’s what the man says. Either assume it dropped down to attack and that’s when Mo hit it, or say it died of shock/blood loss and move on. It was definitely a lucky break that Mo was able to get inside and serum up for Round 2 because if he had to just stay out there and trade shots, he was probably toast.

The bad news is that the “one to go” has friends. With grenades. And a pretty good defensive position. I think once we get organized, it’ll be OK because it’s 4.5-on-3 and I recognize cannon fodder when I see it but we’re going to have to figure out something to get past them. I suppose we could start chucking grenades back UP the stairs, but if the sniper is still up in the head, maybe rushing them while they’re divided is the better play. We here at RFC know ALL about divided parties: “You think the divided party is your ally. But you merely adopted the divided party. We were born into it, molded by it.

There was a little bit of an interesting rules-lawyer question toward the end when I thought about using CHDRR’s jump jets to hop him over the statue’s feet to get into the battle faster. I think my original interpretation was right, but for the wrong reasons. My original take was “well, I can’t give orders to CHDRR when he’s out of line-of-sight”. That’s not actually correct, or at least it’s more complicated than that. If CHDRR is anywhere within comms range, I can give orders, so that wouldn’t have been an issue. On the other hand, it would be debatable whether I could give CHDRR effective orders when I can’t see the battlefield on the other side. CHDRR would physically be there, but would I really know where the StarJelly or the guys with the grenades were, to tell CHDRR where to go? Are his protocols advanced enough to seek out the bad guys or does that start getting into independent action? It feels like at best, I might have been able to put him into sentry mode – stay alert, hit anyone that’s not us. On the other hand, being able to park him and use full movement on myself wouldn’t have been a terrible idea.

I think my favorite moment of the entire show was the final moment when Rusty thanked Mo for saving him and no one could process Rusty’s sincerity. Something about that just cracked me up on re-listen.

Before I wander off to the beach, I’ll take a few moments to talk about Steve’s GM tip. From the player perspective, it’s always a fine line when you’re trying to use a real-world example to explain a concept and when you’re meta-gaming. The GM always has that Nixon-ian “if the GM does it, it’s not meta-gaming” attitude to fall back on, but the player has to be aware of that balance. If I’m considering what CHDRR should be able to do, I sometimes assume even Level 1 Starfinder drones are at least as capable as our most modern AIs, so sometimes I’ll say “Elon Musk’s got a robot that can so XYZ so CHDRR ought to be able to do the same thing”. On the other hand, I had kind of gotten the idea halfway through our slog that the entrance to the temple was at the feet, but referencing the Statue of Liberty seems a little too much like meta-gaming – there’s no context to bring that into the game and just decide that’s where the temple entrance was. (Also, past a certain point, going around the back was going to be the shortest path anyway.)

The place where I as a player find it very useful is developing a voice for a character. If I’m trying to play a character that’s different from me, it can be very helpful to pull elements of your character from the world around you. Something that serves as a compass to guide your actions and reactions. It’s not a natural thing to put yourself aside and ask “how would this fictional creation in my head handle this?”. But asking “how would Person XYZ that you actually know handle this?” can help you make that leap, at least until it gets instinctual and takes on its own life.

Tuttle? I knew a guy at my old consulting job who was technically brilliant, but he also had limited people skills and didn’t suffer fools – at one gig, he once told our client sponsor to his face (the one person who WASN’T ready to throw us out of the building because the deployment wasn’t going well), that if he didn’t understand the thing we were doing, he was too stupid to be working with the product. That guy is who I come back to when I need a Tuttle Moment – asking the Astral Extractions suit to her face if they were bankrolling the Downside Kings was one of those.

I think I mentioned this in my Society writeup, but the compass for Nala tends to be my daughter – or at least my daughter from a few years ago when she was at that same age. “How would she react to some grumpy adult (Pollux) bossing her around and lecturing her about good and evil?”.

I suppose you can do fictional characters too, but I always find those don’t resonate as well and it feels a little like cheating. Take our Strange Aeons game: I joined at the last minute because another player dropped out, and I was strongly urged to play a healer. So I wasn’t totally dialed in – I rolled a dwarven cleric and pretty much decided Khelgar Ironfist from Neverwinter 2 was going to be the compass until I figured him out. And I guess it worked, but it also never really felt totally comfortable either. So I think real-world examples are probably best if you can find them.

Speaking of the real world, I’ve got some fish to eat, some beer to drink, and absorb as much sun as I can handle until I turn into LobsterMan. So I’m going to go do that. Next week, we… maaaaaaay… reach the end of this fight; certainly the tide has turned in our favor now that StarJelly is no more and the fight’s about to move indoors. Let’s hope it has, anyway.

Talking Combat 037: Terrain Pain

Jason recaps the events from Roll For Combat, Episode 037: Where We’re Going We Don’t Need Roads.

Have I mentioned recently how much I hate difficult terrain?

I suppose I should refine that a little bit. I don’t mind difficult terrain in small enough doses that it adds some strategic nuance to the battlefield. Figuring out how to navigate around a few obstacles during a fight can make for a fun challenge. Sometimes it can even be helpful in cases where you can turn the terrain around and use it against the guys you’re fighting. So in small doses, I suppose difficult terrain is fine.

THIS map? Where it’s just an entire football field of difficult terrain, with a sniper shooting at us while we’re trying to navigate it? Ugh. At least there are some walls and pillars that can be used for cover, so it’s not a complete charge to our deaths, but it’s kind of a pain. Then again, I suppose it could be worse – going back to Pathfinder, there was a level of Emerald Spire where the whole level was difficult terrain AND complete darkness… fighting against goblins that were unaffected by both. That was just miserable. (Especially since I was playing a rogue and could never get myself into position for Sneak Attack damage.)

I also feel like not knowing where the entrance just feels like a bit too much. You’ve got this huge map with 200 or 300 feet of difficult terrain to cover, someone shooting at you, AND you don’t really even know where you’re supposed to be going? It just feels like some portion of this should’ve been a little easier. Or maybe it’s our fault – maybe we should’ve been doing Perception rolls to look for a path or something. But we’ll give it some time to play out – other than Mo, most of us haven’t taken any real damage. The other great equalizer is that the sniper has been rolling like shit so far. That bought us a little time to figure this out.

I would also like to state for the record that I still hate Incorporeal creatures more, but Difficult Terrain is working its way up the list.

Splitting the party is starting to look like it’s going to be a really stupid move, but I’d like to say a few things in our defense.

First, Hirogi LOOKED like was going to stay to the north with Mo the first few rounds and Rusty and I were going south; 2 and 2 would probably have worked better than 3 and 1. I don’t want to throw Chris under the bus exactly – we didn’t really explicitly say “you go left, we go right” – but by the time he changed course, Rusty and I were pretty far along to the south. I guess this is why Order of the Amber Die has a player captain, huh?

Also, I don’t know about the other guys, but I have to admit I misread the situation at first and thought Mo was getting hit by a trap, not a creature. I thought maybe the sniper had set up some kind of defense perimeter – maybe an entangle grenade or something – and Mo had just set off whatever it was. He’d be entangled for a few rounds, then he’d break free, and we’d get back to business. By the time the thing started following him and continuing to attack, we had already gone south toward the head of the statue and coming back for him would’ve just taken longer.

Lastly, there was a roleplay case to be made for not helping Mo: John was initially kind of ambiguous about the thing attacking him (remember that it missed the first time) and the shooter was the much more obvious threat. So while it was obvious to us at the table, you can make a case the characters acted correctly. When you’ve got someone actually shooting at you vs. “mean air” or whatever Mo’s complaint was… you probably choose the person shooting at you.

I did like discovering Tuttle’s new tactic of “drop-and-pop” by using his ysoki racial Moxie (for the record, Kip Up is the non-racial feat that does the same thing, so we were both right), but I would point out that it’s ONLY good for a situation like this… where you’ve only got a ranged attacker to contend with. Completely useless if there are any melee enemies around. If you’re dealing with ranged attackers… great, you give them a -4 to hit, what’s not to like? If you drop in a place where you could still get meleed… oh boy, might as well just get your will ready. Not only do the melees get +4 to hit, but I’m reading the racial for Moxie, and although you can stand up as a swift action, it doesn’t seem to mitigate attacks of opportunity.

So we end the episode on a bit of a positive note because at least we found where the shooter is hiding. Unfortunately, we still need to find a way to get in – doesn’t sound like those windows big enough, though maybe we could chuck some grenades through them – and we still need to figure out how we can circle back around and help Mo out. (Or strip the gear from his corpse. Only the dice know for sure.) Hang in there buddy, we’re coming for you!

For once I’m not going to spend much effort on Tuttle’s leveling process – Level 4 was kind of boring and the podcast covered the major bullet points: a better heal for CHDRR and learning Elvish so we can carry on if Wahloss meets a nasty end. I’m also not going to say much else about Steve’s PaizoCon observations because I wrote a whole thing of my own. I would suggest you might want to check out Steve’s appearance on Know Direction, though. (I’m listening to it live as I’m writing this, but my understanding is they’ll have an edited version on their site later.) Steve and the Know Direction guys get into a pretty deep dive on their Pathfinder Playtest experiences, so if you want more information on that, you might want to check that out.

Next week: more difficult terrain, we find out if Mo survives, and maybe we’ll actually find a way into the Plague Warden. Or maybe not: Steve’s not lying that this is a long battle. But a fun one, so you’ll want to see how it turns out.

Talking PaizoCon 2018: Sleep-Deprived In Seattle

PaizoCon 2018

I have to start with a bit of an apology. When we were boarding planes to head west to Seattle (or north in John’s case), the general plan was to be a bit more of an embedded reporter, giving you updates from the convention, and… well… that didn’t really happen. I chucked a few photos up on our Discord channel, but to be honest – and at the risk of gloating – there was a bit too much to do. I suppose I can blame a little bit of it on the timezone change kicking my ass, but truth told, we were running around too much to have a good solid window for writing.

So here I sit at the SeaTac airport, reflecting on my first PaizoCon experience. And I gotta admit it was better than I expected. A LOT better. Yes, the mental hamster wheel is already spinning in the direction of going back next year.

Speaking generally about the con, PaizoCon is – for better and for worse, but mostly for better – a much smaller, more close-knit thing than Origins or GenCon. Saying that sounds a little obvious: PaizoCon is just for Paizo products whereas those other cons are more general gaming cons. If a Borg cube carved out Paizo’s floorspace at a larger con and dropped it in a different city… that’s roughly the scale of PaizoCon. But what does that translate to in terms of real-world considerations?

On the good side, there’s more opportunity to really spend time with the people you meet. At a larger con, you game with someone once, and then they’re washed away in a sea of humanity unless you specifically try to make plans. At PaizoCon, the numbers are more manageable, you tend to randomly see people throughout the weekend, and there are enough public areas that you can take five and catch up on Sunday with that person you played with on Friday night. That gives it a more human feel.

Also, one focus means everyone is speaking roughly the same basic language. EVERYONE you meet likes some corner of this shared Paizo universe we all entertain ourselves within. OK, you might like Pathfinder and I might be more oriented toward Starfinder, but we’re at least on the same general wavelength, as opposed to a jumble of interests where the Catan people and the Ticket To Ride people never speak unless it’s to organize 3 am knife-fights in the parking garage? (I’m sorry… what?)

So what’s the small downside? There’s not as much surrounding to-do in the larger community. When you go to GenCon, the entire downtown business district embraces it – restaurants re-skin their menus with fantasy themes and put Game Of Thrones on the TV instead of sports; there’s a flotilla of food trucks; unrelated businesses organize their own events to welcome gamers to the city (and OK, dip their snouts in the tourist dollar trough). Here… it’s just another thing that’s happening. OK, the lady at Taco Bell was very nice, but she didn’t ask me if I wanted minotaur or griffin meat in my quesadilla, and frankly, I think she was a little concerned that a grown man would order a large Baja Blast at 6:30 in the morning three days in a row. EVERY MEAL IS FOURTHMEAL.

THURSDAY

We didn’t really do any gaming on Thursday, but there were a few individual moments I wanted to share.

First, you should be aware CHDRR’s creator is firmly in your corner on the issue of THE BUTTON. I finally got the chance to introduce myself to John Compton and thank him, and pretty much the first thing he said was to give me a good-natured ribbing about my BUTTON Cowardice: “You do realize you’re doing a show where you’re entertaining people, right?”. So armed with a dose of tough love from John Compton, I’ll try to do better. Having said that, I’ll still go to bat for the partial defense that mechanic-drone action economy sometimes makes it hard to use. That’s my story, I’m sticking to it.

Second, Steve and I got to have dinner with the hosts of Know Direction (Jefferson Thacker aka Perram and Ryan Costello) and Patchen Mortimer (aka Patch), who runs the Daily Bestiary (it’s what it sounds like – a blog that posts articles about different monsters from Pathfinder on… you guessed it… a mostly daily basis). Since Perram would be hosting our panel later in the weekend, there were about five minutes of “work” preliminaries before we settled into Hawaiian BBQ and talking about gaming. You know… as we gamers do.

The other thing is that poor Chris rolled a 1 on Air Travel. The rest of Team RFC trickled in over the course of Thursday, but not Chris. First came the portion of the saga where they turned off the air-conditioning on the plane, so he got to sit on the tarmac slow-cooking for a few hours. Then they took him off the plane and let him hang out in the terminal. Then they had to get a different plane entirely. (Kind friend that I am, I texted him to ask if they were assembling a new Frankenplane from the parts of other broken planes.) I don’t think he actually got into Seattle until 1:30ish Friday morning.

FRIDAY

We started our gaming weekend with Steve, Bob, and I playing a Starfinder Society game (#1-12, Ashes of Discovery). It’s a repeatable, but I’m still not going to say much about the plot itself since some of you might still want to play through it. Bob played Quinn, who you already know, though he didn’t roleplay it quite as heavily. Steve rolled an android technomancer name Zargon, which (among other things) made me throw out the android technomancer I had rolled. I didn’t really want two in the party, and Steve plays so rarely that I was willing to defer to what he wanted to play. Besides, Steve already had a T-shirt for his guy… you can’t compete with that. And then we had a non-RFC player (Brendan) who was playing in his first or second game of Starfinder with a pre-gen, and guess what… he went with the android technomancer anyway. So three REALLY would’ve been overkill. (Or high comedy… we may never know.)

I didn’t really want to play Nala because I’m saving her for the show. I thought about a straight-up Nala clone for a second (I got as far as registering “Reya Trienzi” on the Organized Play site), but my next-in-line concept was an Icon Operative: imagine Guy Fieri, if he uses his cooking show as a cover to take him around the galaxy doing black ops work – and with four arms, since he’s a kasatha. Thus was born Zegraal of “Clan” Tastebud Supernova (the name of his show).

The game itself was pretty straightforward, and I don’t want to spoil too much of the plot, so what were the key moments? Zegraal did get to use his cooking abilities to help win a skills challenge, so that was useful. There was that moment when Steve’s character fell into a ravine and we realized that between three experienced players, none of us had thought to buy rope. Luckily, Steve had a flight spell, but still… oops. Brendan rolling a triple-4 on a magic missile to bring down a major bad guy was kinda cool. And while I don’t want to indulge in full-on schadenfreude, it was fun to see Steve in the player role – suffering through bad rolls with the rest of us, arguing with the GM… good stuff.

My next game was the much-anticipated (partly because it was the only lottery event I got into) Starfinder/Guardians of the Galaxy crossover. It was the core five GotG characters, plus Mantis (but more the badass martial artist version of Mantis from the comics than the movie version). I have to admit the translation worked pretty well. The Starfinder classes were a good fit – Star-Lord was the Envoy, Gamora an Operative, Drax a Soldier, Rocket a Mechanic. Making Groot a Mystic was a little bit of an odd choice at first, but they re-flavored some of the more exotic Groot abilities as spells and it worked. And yes, they named every one of his spells “I Am Groot”. The GM even whipped up a playlist of 70s/80s music to have running in the background, though he probably drifted a little too far into the 80s with some of the selections.

I got to play Star-Lord. Pretty standard Envoy build, though they set up his primary weapon (the Element Gun) to have selectable damage types, which was pretty nice. He also had conventional frag grenades and gravity grenades that either pinned enemies to the ground or pulled them toward the blast, depending on the saving throws.

The Guardians characters were set up as Level 10 characters, and the story was that the Guardians were pulled into the Starfinder universe to answer a distress call at Absalom Station because (spoiler!) Thanos had learned of the existence of the Starstone and figured one Starstone could do the work of the six Infinity Stones. The encounter itself was a series of battles (that’s my one minor complaint… almost no skills use involved; maybe one computer to hack to get things started) – facing a pack of beast-like aliens, a Sentinel, and Thanos himself. And… burying the lede a little here… I got the kill shot on Thanos! In fitting Star-Lord fashion, everyone else did the bulk of the damage, and I got a crit in the final round to take the last 10-12 points. Poor, poor Mantis though. She had climbed up a wall to fight Thanos while he was in the air, and he critted her, followed by 20 or 30 feet of falling damage – the grand damage total was somewhere in the 140s.

Friday evening was just one of those goofy con things where you start with “going to dinner with a couple people” and end up in a rapidly-growing amoeba of humanity. The plan was originally going to be dinner with Rob Trimarco, Jason Keeley, and two other people; on the way out of the hotel, we joined up with another group of Paizo folks (that included Patchen from the previous evening), and there was a third group of Paizo folks at the restaurant we ended up going, so we pushed tables together with them as well. So that’s how I “accidentally” ended up going to dinner with like 12 or 13 Paizo people and playing Mario Kart with them later. But, it’s a convention… sometimes that’s just how it is.

SATURDAY

Saturday became my day to do touristy things, though it didn’t start out that way. I had originally picked up a Pathfinder game off the trade-in table (a table where people who can’t make an event leave their tickets so someone else can fill in), but what I didn’t realize is that pre-gens for that game cut off at Level 7 and these guys all wanted to play Level 10 or 11 characters. So this left me in a spot where at best I’d be a Leadership follower played by a live human, and at worst I’d be the one getting blamed if things didn’t go well. So I decided to walk away from that game and go into the city. I won’t bore you with those details too much, but… “Pike Place, Space Needle, Seattle Sounders game” covers the gist of it.

The evening events are tricky because they’re the sorts of things that could merit their own posts. The centerpiece of the banquet (besides eating large quantities of cow) was the presentation where Paizo revealed their plans for the various product lines, and after dinner, Jason Keeley ran us through an abbreviated version of the Pathfinder Playtest. (Still wearing a full three-piece suit no less. Classy.) On one hand, it almost deserves its own post; on the other hand, I don’t want to keep you waiting too long. So I guess I’ll throw you a few observations I found interesting, and maybe come back to it if there are still more questions:

  • As a meta thing, when they say “playtest”, they mean it. The first several adventures will be designed specifically to showcase and test different aspects of the game, and they’re going to be made available for free long as you offer feedback. They didn’t say what these aspects were, but within our little group, we took that as one adventure might focus primarily on skills and social challenges, another might feature a lot of spellcasting, maybe another would feature underwater or airborne action, etc.
  • The presentation portion mentioned character-building would follow the “ABC method” – Archetype, Background, Class – to make it feel more like writing a character’s story instead of just grafting numbers onto the chassis. It kind of feels like an expansion of Starfinder’s Themes, maybe with slightly more powerful abilities available. The demo used pre-gen characters, so we didn’t really get to test it – this is mostly extrapolating from Jason Bulmahn’s presentation.
  • They showed a page from the Druid class page showing the spell for DINOSAUR FORM. As someone who ran a druid, I might have gotten a little teary. And you’re damn right T-Rex was an option. How could it not be?
  • They’re basically flattening the action economy, or at least flipping the perspective a little bit. Now, you can take three actions per round. Period, end of sentence. If there’s granularity, it’s on the side of the abilities themselves – a spell might have a verbal action and a somatic action, so it will, therefore, count as two actions. A lot of it washes out with Pathfinder action economy – if you move and do a two-action attack, that’s still kind of like an attack and a move action – but it feels more flexible.
  • Following up on that previous concept, some spells can be beefed up and made more effective by putting more actions into them. For something like Magic Missile, it might just be “you gain more missiles for each action you use”, but it can be more multi-dimensional than that. I was playing the healer in our party: one action was a touch heal, two actions were a ranged single-target heal, and three actions was a group channel. (Also, channeling can now damage undead AND heal at the same time. About time.)
  • I also heard (but I honestly forget who I was discussing it with) that some spells might scale depending on what spell slot you put them in. That is, you wouldn’t have Cure Light Wounds, Cure Moderate Wounds, etc. You’d just have “Cure”, and the spell slot you expended on it would determine how powerful the spell was. This feels like it would make for more interesting and versatile characters because you wouldn’t have to relearn more powerful versions of the tool you already have.
  • The answer to “well, why don’t you just get in someone’s face and attack three times?” is that subsequent attacks take a cumulative -5 to-hit penalty, so good luck hitting that third attack unless you have some sort of feat or class feature that helps. (Steve was playing a rogue, and his penalty was “only” -4, so there will clearly be mitigation for some builds).
  • For you melee types, shields go from a simple adjustment to AC to an active defense system – you use one of your actions to raise your shield and the shield can negates some/all of the damage of an attack. But if the shield takes too much damage, it’s damaged, and ultimately destroyed. Makes the sword-and-board fighter a bit more interesting to play because defense contains an active component instead of just giving your abstract tin can better stats.

I’m sure there’s more to be gleaned from the weekend, but those were some first impressions. You’re welcome to ask additional questions on social media, and we’ll answer what we can, or perhaps we’ll circle back around to it later with another Talking or a GM tip or something.

As a logistical footnote, the banquet and the Playtest session afterward was actually the only time during PaizoCon that the RFC crew was all assembled in one place, and as we thought about it, it was probably the first time in 10 or 15 years we were all in the same room together. Power of gaming, huh?

SUNDAY

Sunday put us in the Way-Back Machine, as other than my Dads-n-Kids game, I haven’t played Pathfinder in almost a year. Specifically, we were playing The House of Harmonious Wisdom (#8-16), a quest-pack adventure set in the Tian Xia  part of Golarion. We all just played pre-gens for this one: John seems to have taken a liking to Seelah the Paladin, I took Sajan the Monk (I love monks once you get them a few levels; it’s just tricky to get them through the squishy low levels), and Steve took Crowe the Bloodrager.  We were joined by two guys who played a gothy brother-sister team of caster types – the sister was an Oracle, but I’m drawing a blank on the brother.

Highlights of this particular adventure? Well, the fact that no one actually spoke Tian Xia was… interesting, but we managed. One of the quests supplied my hero moment as it involved defending the honor of a martial arts school against its rival school – the non-fighters had to use stock moves taught to them by the NPC master, but I was allowed to use my full array of monk abilities (as long as I did non-lethal damage). So I was a bit of a ringer in that one. But the highlight was probably Steve’s 4th level bloodrager putting a guy into low-earth orbit with 90 damage in one shot. Enlarged + crit + rage + generally high rolls = that’s how a formerly imposing bodyguard gets swatted like a fly. And ohbytheway, it was an attack of opportunity, so the dude walked right into it.

Next up on the schedule was our actual LIVE IN PERSON appearance with Order of the Amber Die. I’m going to probably stay pretty general until it gets out there on the Internet and more people have a chance to listen to it, but let me just say I was really pleased with how it went.

I had two main concerns going in.

The first was chemistry with Order of the Amber Die. On one hand, they certainly seemed like kindred spirits from Steve’s interviews and we did get a chance to hang out with them at lunch before the event. So I didn’t think it was going to be a total disaster or anything. On the other hand, you never know until you sit down at the table and start doing it. And you know what? They were fantastic.

The other thing is doing this dog-and-pony show live. When we’re recording the show at home, Steve has the ability to make us look more clever than we really are after the fact – take out all the awkward pauses, remove that odd joke that didn’t really land, clean up any episodes of marble-mouth. You don’t have that luxury when you’re doing it with an audience in the room, and I suppose that was a little daunting. But that didn’t seem to be a problem either – I didn’t have any glaring episodes of mush-mouth and people seemed to be enjoying it and laughing in the right places, so… mission accomplished.

I do have to give credit to Steve for coming up with a pretty solid concept for the show. It would have been so easy to go Thunderdome and just have the two teams fight to see how combat worked between universes. (Though as we were chatting in the aftermath, we did say it would be fun to put together a real battle scenario between the two systems in a more fully-developed scenario.) But I think Steve’s solution – keeping it lighter on dice and heavier on role-playing – ended up being the right call.

PaizoCon 2018

With all of our obligations behind us, the last formal event was the Solstice Scar event Sunday night. Basically, this is an event where 300 people are playing the same adventure (still in tables of 6) as part of a larger campaign. Each table is scaled to the level of the party, so a Level 1 party might face zombies while a level 10 party might face vampires at the same point in the story. As each table hits certain milestones, that moves the overall story along to its conclusion. And there’s a cash bar.

Our table had Steve and Bob playing homebrew characters (an investigator and a heal-less cleric, respectively) and the rest of us playing iconics: I was running Seoni the Sorceress, John played Seelah again, Rob Trimarco took a spin with Crowe the Bloodrager, and Jason Keeley played Hakon the Skald. And, we had one of our contest winners, Shawn (aka GM Notmyideas on our Discord) as our table’s GM.

I can’t tell you much about the scenario because the beers were flowing pretty freely, but the penultimate battle had a wonderful finish. We were battling a baby dragon that was a tough kill because the cave had a lowered section with a ring around the outside, and the dragon was hovering over the lowered area, out of melee range. So first, Rob T. earned his Badass Stripes by jumping off the edge, making his Athletics check, and then making a successful attack that staggered the creature. If that wasn’t enough, Keeley then polished off the beast with an attack with a damn sling. (Needing an 18 to hit, no less.) I suppose I could be mad because I was up next in initiative and had a magic missile with the dragon’s name on it (kill-stealer!) but the whole thing was so damn impressive… how can you be?

(It later turned out there had been a math error and Rob’s shot should have killed the creature, but once you’ve got it on the record that you killed a dragon with a sling, that’s the story you stick with.)

The game wrapped around 12:15 and it was off to sleep for most of us, though a few people stayed up for 1 am games. Then next morning, off to the airport to get back to normal life.

That’s pretty much my PaizoCon adventure, but I feel like I would be remiss if I didn’t take a second to give a special word of thanks to everyone who came out to Seattle to share the experience with us. Whether it’s wearing the shirts, coming to the live event(s), just stopping by to say hello… there are times where I don’t even know how to process it, except I know that it’s cool and touching. There are times it feels like hubris to even think we should have fans for doing something we love that we would be doing anyway, even if no one is listening. But it’s still immensely gratifying to know that other people are getting something out of it too. So honestly… thank you all.

OK, enough dopey sincerity… time for sleep. I gotta go back to work tomorrow, and at some point, I’ll have a new Talking to bang out as we get back to business as usual in the Dead Suns campaign. In the meantime, thanks for listening and reading, and we’ll see you again back in the jungles of Castrovel.