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The Sideshow S3|10: Feats of the Feet

Jason recaps the events from Three Ring Adventure S3|10: Assurance is Magic.

It’s Black Friday, so time to stay inside and avoid humanity as much as possible. But I’m going to wait until all three parts of the Beatles documentary are out before I watch that, so I guess I’m catching up on writing today. THIS IS THE WAY.

I’m just going to warn you that this week’s column is a little more of a collection of random esoterica. It’s a battle episode, but a battle that didn’t run to completion, so it’s hard to evaluate as a finished product. There were a few moments I’ll come back to within that, but it’s a little hard to evaluate how effective things were when you’re still in the middle of it.

So we start with the show notes. I think the main takeaway I had from Steve’s dissection of the rules is that we’ve just gotten tremendously better at game design overall, perhaps with a detour into how much computer-based gaming has influenced the evolution of pen-and-paper games.

If you think about it, the first versions of D&D were not much more than a series of best guesses designed to duct-tape some fantasy lore onto traditional tabletop wargaming. We’ll create a rule and if it feels fun, we’ll leave it in there. If it’s not working, we’ll change it or throw it away. Even up through 3rd Edition and 3.5, formal game design was starting to become a Thing, but the majority of choices were dictated by feel and by the inertia of what came before.

But then the thing in the middle that really changed the game – figuratively and literally – was the rise of computer-based RPGs. I think the digital world offered two major changes. First, the market moved faster and had more competitors, so innovation generally came faster. Second, the nature of computing – your “GM” was a dumb box of electronics you have to write a bunch of really explicit rules for – made for a pretty efficient gatekeeper for “these are the things we can solve with rules” and “these are the things that either we CAN’T solve, or aren’t worth the coding effort/money to solve”. The interesting thing is that the latter bucket refined the (excuse the obnoxious consultant term) use-case for what tabletop RPGs could offer that computers couldn’t… the places where a human GM playing with human players at a table could really shine.

So all the good stuff about feedback loops and reinforcement and really TIGHT rulesets that a CPU could understand made their way back to the tabletop world, but with a better understanding of where the dividing line between codification and the human element lived. 4E was probably a bit of a misstep in that sense, but 5E and now PF2E have done a much better job of capturing that distinction, and our games are better for it.

That’s my theory anyway. End of soapbox.

The other rabbit hole that I threw myself down this week was the question of movement speed. It came out of the debate about whether Hap could fly back to town or not. So I sat down and crunched numbers. The average humanoid movement speed is about 25’ per action, which is 12.5 feet per second. If you hand-wave the stamina as sustainable and crunch the numbers, that works out to about 8.5 mph. Having done a little running in my younger days, that’s definitely a brisk run, but not “champion marathon runner” fast (in the pre-pandemic sports world breaking the two-hour mark was the big deal, which would be in the ballpark of 13 mph).

Although… working backward to carry this thought exercise further, that means that something around a 40’ movement speed gives your character a pretty solid chance of winning next year’s Boston Marathon, and if you can pump it up around 80’, they could challenge Usain Bolt in the 100-meter dash.

Now, while I was already being pedantic and obsessive, I wondered how fast one could move and still be on one’s guard – that is, being able to do active Perception checks and such. I used the Step as the model for this: if you’re able to move 5 feet and protect yourself from an attack, you can probably move 5 feet and look for traps or listen for approaching enemies. Converting THAT to a land speed, you get something a little less than 2 mph, and that feels right… it’s a pretty slow walk. That’s like treadmill-on-cooldown speed where you’re having to exaggerate the slowness of your steps to avoid walking into the bar at the front.

Of course, the point of ALL of this (yes, there was a point… don’t look at me that way) is that yes, Hap has PLENTY of fly speed to get to town and back, even if she stops and rests periodically. All so we can get another round of restaurant-based humor in the form… I mean “phorm”… of Phoebe’s Phried Phish.

When Hap gets back and the team rests up, we enter the temple, and we almost immediately get into combat with a roper. (Or are there two? I got a little turned around and honestly wasn’t sure.) If you’re not listening to both shows, we had an encounter with a roper in our Edgewatch game, but we mostly avoided fighting it. We took a round of attacks and then turned it into a social encounter, buying it off with shiny trinkets. (It helped that it was guarding a non-critical part of the dungeon and there were other ways to go around it.)

The first question raised is “how DO you trip a stalagmite?”. I guess I always thought either ropers couldn’t move at all, or at least it was a fairly secure suction-cup thing, but whatever… I guess trips work on anything. If you don’t obsess about feet and just think of it as “DEX-based knockdown” there’s probably some way to make it happen.

The other interesting issue raised by the roper was the tentacles being their own entities with their own hit points and ACs. I’m fine with that as a rule, but it does seem like it raises some questions, or at least requires a few clarifications. The one obvious one is that if they’re separate targets, they should ALL be affected by AoE: Hap hasn’t had a chance to really test that yet, but I suspect it’s coming. It’s also worth asking whether they take up space while they’re extending and retracting (or when they’re extended to grab someone). Taking the most obvious case: if they reach out and grab someone at the end of their 50’ range, does that mean there’s 50 feet of tentacle available to attack? Is the tentacle enough of a separate entity to trigger attacks of opportunity as it’s extending, or does it not count since the base creature didn’t move? Does the tentacle itself obstruct movement through squares if it remains extended? Could an extended tentacle be used, for example, to block a corridor so the party couldn’t escape?

I guess we’ll figure out the answer to some of these questions next week. Or maybe Hap will just nuke everything and they’ll go unanswered. An equally likely outcome. Either way, hope you’ll join us. As always feel free to drop by our Discord channel or other social media and let us know what you think of the show. Thanks for listening and we’ll see you next week.

The Bird’s Eye View S2|34: Done With the Dungeon

Jason recaps the events from Agents of Edgewatch S2|34: We Have Such Sights to Show You.

Hey, everyone! Yes, I’m still here. Didn’t win the Powerball and change my identity, nor was I trapped in a freak avalanche. It was one of these things where I didn’t get to my column for a first few days because I had a lot of work stuff to get done before going on vacation and was tired after work; and then once vacation started, I down-shifted into vacation mode a little too hard and fast. I realize that’s a lot of words, to sum up, “I was a lazy-butt”, but here we are.

But I’m back, and it’s time to wrap up Book 2. The Skinner is dead, and we’ve just got a few more rooms to clear out… oh wait, maybe she’s not. I guess I was a little surprised we hadn’t killed her since we were in lethal mode for the whole rest of the dungeon, but I suppose Steve had his reasons for that, which we’ll get to later. But we summon our army of Henchmen Who Have Been Cops Much Longer Than Us But Are Surprisingly Useless to take her into custody and continue exploring.

In addition to a bunch of fairly “normal” loot, Dougie gets the doubling rings, and… those strike me as a pretty nice little magic item for a dual-wielder. Level 1 potency and striking runes are not that big a deal (about 100 gold between the two), but +2 potency and greater striking are in the neighborhood of a thousand gold each. And this 50g magic item literally gives you the equivalent of a copy of EACH for free if you have a first one – so there’s potentially a window where you can get 2000 gold of economic value out of a 50g magic item. And ohbytheway there’s no cap on how powerful the replicated runes can be, so yes, you can replicate +3 potency and major striking with the same entry-level ring (providing 40 THOUSAND gold of value). The ONLY restriction is you can’t replicate property runes unless you get the more powerful version of the ring. I can’t believe I had to talk him into keeping this.

First up, we stop by the prison and free the remaining (living) prisoners. Not too much to report here, other than the general observation that I must’ve stepped away from the computer for part of this because I didn’t remember it well at all. The one tangible development here is that it does give us some bread crumbs for starting Book 3, as the prisoners mention being attacked in the Docks district by a(nother) gang called the Washboard Dogs. Presumably, we’ll circle back around to that once we formally start the next book.

Next up, we find the Norgorber statue and add another magic weapon to our collection, and Dougie performs a little mild temple desecration in the name of the law. I thought it was kind of strange to have an encounter-less room, but now that I think about it, there haven’t been a lot of opportunities for treasure, so maybe the writer decided to throw in a loot room just to beef up the treasure content.

Then, we finally have our final kinda-sorta battle, though it’s cut short by Mobana surrendering halfway through. I have thoughts on this. On one hand, part of me wonders if this was Steve having had his fill of dungeon crawl and wanting to wrap things up. Or maybe even just a cut-for-time, so the session would end at 11. Yes, we could’ve taken another 20 minutes to slap her down, but the outcome wasn’t in any serious question.

On the other hand, it does kinda make sense on a storytelling level. Not EVERY minion is required to go down with the ship, especially once they’d have to know the leader is “dead”. If you look at the layout of the dungeon, since we hadn’t come down the ladder, we would’ve HAD to come through the Skinner to get to her room, so that means she’d have a general sense that the Skinner (and the complete upper level) had been dealt with. So if you’re a mild-mannered psychotic dress designer confronted with cops that probably killed your boss and plow through your minions like they were chopping firewood (what can I say, we’ve gotten pretty good at killing skinstiches at this point?), are you really gonna throw yourself in front of that? Probably not. So no Mobana fight. Oh well.

The good news is that while surrendering, Mobana gives us some more bread crumbs for the next phase of the adventure by confirming the existence of the Twilight Four. Turns out that the Skinner is one of FOUR crazy Norgorber weirdos trying to destroy Absalom, and in fact, she’s the weakest/lowest of the four. Not information we can do much with, but it does lay out the overall scope of the problem moving forward. One down, three to go. (Though there’s one more book remaining that Twilight Four members. Going REALLY metagame, does that mean there’s someone else leading them?)

The music box is an INTERESTING magic item in terms of flavor, but unlike the doubling rings, it doesn’t seem like a very useful one. Or at least it’s REALLY situational – I could actually see a situation where you’d set it off as a distraction to confuse enemies and screw up their perception checks while you do something else. The deafened condition isn’t THAT challenging in battle – it creates a minus on initiative checks, and forces a flat-check on anything that has an auditory effect, but deafened doesn’t seem to prohibit casting spells, so it’s not even a caster-killer. The downside is that whatever it does do, it does to EVERYONE – there’s no discerning friend from foe – so unless you bring earplugs, it’s going to have the same effect on your own team that it has on the bad guys. And ohbytheway, it’s also generally clumsy to use since you have to carry it in both hands to position it, and then have to set it down on a flat surface to activate it. So… really situational magic item or 250 gold (sell price)? Yeah, we’ll take the money.

The remainder of the dungeon crawl is mostly just refreshing our collective memory of how awful these guys were. Lots of creepy horror vibes – body parts, skinning rooms, people’s personal effects, and treasured possessions tossed in the trash… all that stuff. I have to admit I liked the ongoing meltdown Seth was having Gomez endure as we explored, and I was a little sad he kind of ended it at the end of this episode and doesn’t seem like he’s going to explore that idea long-term. A scarred Gomez could be an interesting variable going forward.

With the dungeon cleared, we go back to town and pretty much end the episode with a final interrogation of the Skinner. Functionally, we didn’t get anything new; I was hoping we’d get a more concrete lead on one of the Twilight Four, but really we just got the same breadcrumbs we got earlier – Twilight Four, Washboard Dogs, Docks district. Sounds like our next stop on the Absalom tour is the Docks.

What we didn’t get enough of was emotional closure, and I’m saying this as a compliment. Great story by the authors and great roleplay by Steve. Once again, I’m amazed at how emotionally invested I was in the situation. I really wanted the Skinner to FEEL something about the fact that she lost – you notice I made two or three attempts to go for the emotional dig, including the guilt play about her dead family – and she just didn’t bite at all. If I had to compare it to something, it felt reminiscent of the scene in The Dark Knight where the Joker is in custody and still acts like he has the upper hand on Batman, and I found her lack of concern equally infuriating.

Speaking of Batman, I didn’t make the connection while we were playing, but as I was re-listening this whole Skinsaw cult thing has echoes of Batman: The Cult. It was a run of the Batman comic where a bad guy – “Deacon Blackfire” – created an army out of Gotham’s homeless that he ran out of an underground lair in the sewers. One of the central plot points that’s driving the comparison in my brain is that Blackfire was (or claimed to be) hundreds of years old and retained his youth by bathing in a blood pool. It’s a decent story, worth checking out.

So next week (OK, at this point… later this week) we’ll start into Book 3. A new part of the city. New challenges to deal with. No new level, but let’s not get greedy… we did just get Level 9 before the Skinner battle. As always, feel free to drop by our Discord channel or other social media and let us know what you think of the show. Thanks for listening and we’ll see you next week.

The Sideshow S3|09: Big Hero Schticks

Jason recaps the events from Three Ring Adventure S3|09: This is Ateran!

People, we need to talk about this bag of holding thing a little bit more. It’s like… REALLY broken.

I did some calculations. Even if you used the smallest bag of holding, you get 25 bulk, which means 250 items of light bulk. So, even if you filled it with 1d6 flasks, that’s a possibility of 250d6 damage. And OK… for grins, I also calculated the worst “Mother Of All Bombs” Bag of Death: the largest bag of holding is 150 bulk, meaning room for 1500 flasks, and the high-end flasks do 4d6 each… yeah, that’s SIX THOUSAND d6 worth of damage that you could potentially deploy with a single action. I LOVE THE SMELL OF XULGATH IN THE MORNING.

I mean, now I want to try it JUST to see Roll20 try to roll 6000 dice without crashing. Some men just want to watch the virtual tabletop burn.

If there’s a single saving grace here, it’s probably that the economics of the tactic doesn’t scale well. Even the cheapest flasks are 3 gold each, and they ramp to 10, 250, and 2500 gold each time you add a die of damage. To give you some numbers, the hypothetical entry-level BoH I created above would cost 750 gold to prepare; the ridiculous “Fat Man and Little Boy” version would cost a paltry 3.75 MILLION gold to fill to the brim.  Even doing a more “realistic” version where you load like 10 of the cheap bombs into a bag… that’s still gonna cost you 30g for something that’s like… maybe 2 fireballs worth of damage. And that’s assuming a) they all hit, and b) the target doesn’t have damage resistance.

Now, I suppose the enterprising GM could just handwave their way out of it by saying that alchemical bombs are naturally inert and have to be activated as part of the attack… like pulling the pin on a grenade. Or one could imagine a scenario where some of the flasks collide with each other in transit and detonate before they reach the target, so you can never get full damage. There are certainly other ways to defuse this bomb (pun fully intended), but I do think the money is going to put the brakes on it more than anything else will.

Back in the world of what actually happened on the show this week, this was an interesting situation. There was kind of a “darkest before the dawn” dynamic happening because the team did a lot of damage and got everything softened up and READY to drop, but nothing actually DID drop. So the attacks were still coming in droves, and Hap and Alhara (in particular) were really close to death’s door. But then it felt like things really changed within the span of a single round – the enemies started missing, and the bad guys finally started dropping, and all of a sudden, the whole complexion of the fight changed. It really went from “could this be a TPK?” to “not sure what the big deal was?” in the span of one or two rounds.

One thing this battle reminded me of is how fun fights with a vertical component can be. Aside from conjuring pleasant images of the 3-D chessboard from Star Trek, it injects a little more of a tactical element and forces characters to use skills they might otherwise not use. Darius’ throwing skills are a prime example: it’s not that they aren’t useful at other times, but the extra dimension of throwing bad guys off the platform – either doing more damage or at least taking them out of the fight for a few rounds while they run back up – added a fun element you don’t see when people are just squaring off in a generic room. Mobility, in general, makes things more interesting.

The other interesting thing about this week’s episode is it really was some of the most… theatrical… action we’ve had on this show.

I don’t want to say combat gets stale, but a lot of combats are fairly by-the-book. Square off, roll your dice, do your damage… next turn. Here we had all sorts of shenanigans that wouldn’t have been out of place in a Hollywood movie. We already discussed Darius throwing xulgaths off the raised platforms a little bit last week: this week we got that nice moment where the xulgath tries to throw him over the edge, and he gets to reverse it and show the xulgath how it’s done. Ateran – probably not anyone’s most likely choice to win a physical altercation – manages to get a timely die roll and avoid getting shoved off a platform as well. Alhara pulling out her 18th weapon of the fight – the great pick we’d all but forgotten she had – and critting one of the xulgaths. And perhaps the best of all… the timely re-emergence of Riley the Pocket Pup. I had almost forgotten Riley was there, and he shows up at what almost had to be the last moment to save Hap. The goodest of goodbois strikes again! It just felt like this fight had a flair for the dramatic, and it made for a more entertaining listen than usual.

Of course, good theater also includes a touch of dark comedy, mainly supplied by Alhara’s ongoing battle with persistent damage. What was that… AT LEAST four or five rounds she couldn’t get rid of it? Two or three was funny, but by the end you just wanted Steve to let her off the hook and have it go away on its own.

As we end the episode, the team FINALLY survives. Alhara FINALLY gets rid of the various persistent effects, Hap finally extracts herself from under a dead xulgath, and the team has to decide where to rest. They’re in no condition for another fight if the xulgaths send reinforcements to check on this group, but they’re also not really in much condition to fight anything if they get ambushed on the way back to town. Pick your poison, I guess. (I’m just realizing that’s a poor choice of words given Vanessa’s fun with persistent damage this week.) The team decides to rest here in the xulgath camp, and that’s where we’ll pick things up next week. As always, feel free to drop by our Discord channel or other social media and let us know what you think of the show. Thanks for listening and we’ll see you next week.

The Bird’s Eye View S2|33: Skinner? I Barely Know Her!

Jason recaps the events from Agents of Edgewatch S2|33: Oh-Oh, Here She Comes.

So OK. One paragraph about the Skinner, 1300 words about Skyline Chili. BUCKLE UP!

Kidding. Though I will mention Skyline has a weird thing where they use cinnamon or nutmeg or something, so even though it’s not sweet, it pushes some of the same olfactory buttons as a dessert food. It’s kinda weird. Then again, it’s also been like 15 years since I tried it, so… take all that with a grain of salt.

OK, already went way too far afield with this. Getting back on track… we’ll start with the show notes. Steve makes an interesting point about having encounters ramp up as a storytelling mechanism and one thing I thought about that he didn’t mention. It dawns on me that it’s also a nice mirror of how players usually handle encounters, primarily because of resource management. Unless it’s the rare “only fight of the day”, you almost never open with your big guns – you usually have a round or two of feeling out the enemy, figuring out what it’s weak to, conserving your big stuff until you’re really sure you need it (and making sure it’s not immune to it, either). So as players, you’re ALSO building to a climax where you keep your big daily powers for when you really need them.

Like… you know… Basil being able to fly.

Sorry, I lied to you. I DID get something cool at Level 9. Basil took Soaring Flight as his ancestry feat, which gives me 5 minutes of true flight (not just feather fall), once per day. So basically one combat, or a short non-combat situation. I was just being dramatic so I could spring it at the right time. Call it a taste of the theatrical. (Also, I didn’t tell my groupmates either. I wanted them to be surprised too.)

Now, this wasn’t just Lo Mang-esque cowardice; there was a method to my madness. First, the whole “lollipop” battle map represented kind of the worst of both worlds for my fighting style – the enemies had gotten within 30 feet (the volley distance on my bow) and there was nowhere to back up to re-establish minimum distance. On the other hand, the front line was pretty congested, so getting in there with my sword-cane would’ve been tough. Also, I did have the thought that maybe the Skinner’s ability to use the excorions as healing potions MIGHT have a range limit. So if I could drag one down the hall after me, maybe she couldn’t use it to heal. So… there may have been a little bit of cowardice involved, but it was TACTICAL cowardice.

It’s probably worth reviewing the general rules for flying while we’re talking about it. If you’re climbing, it basically functions as difficult terrain and it takes twice as much movement to cover the same distance. On the other hand, you can descend twice as fast – 10 feet of descent for 5 feet of spent movement. The one thing that we got slightly incorrect is that you don’t have to land at the end of every turn; it’s just that (per the rules) “if you’re airborne at the end of your turn and didn’t use a Fly action this round, you fall”. So that sounds like you just need to use at least one of your three actions to maintain flight – if you were flying and did three attacks, you’d go splat. (Well, Basil doesn’t because he also has his tengu feather fall, but YOU would.) And there is also a hover action, which is just a fly action with a speed of zero.

If I’m being honest, I probably got the descending phase of my move wrong – I think I was supposed to go straight down instead of diagonally – but I would’ve only been off by 5 or 10 feet on the back end, and it wouldn’t have affected my attack on the Skinner at all. At worst, I should have ended my turn not-quite-as-far down the corridor. Not a huge mistake; chalk it up to first-time jitters. (Speaking of which, I was so excited about flying for the first time that I forgot to also use my reaction to try and poison the Skinner with my sword cane. Though… I assume she’s got a crazy fortitude save anyway, so I don’t think I really lost much on that one.)

Of course, the real story of this fight was Lo Mang breaking out the Mother Of All Hero Points to escape the Skinner’s chains. The funny thing is, I had JUST talked myself into the idea that her chain attacks weren’t that bad – I think the most she had hit for prior to that point was 30-some on a crit on Dougie. But that wrap-up ability the Skinner has is just brutal, and if she’d used it on me or Gomez, it would’ve pretty much ended either of our days. But Lo Mang… for all the times we make fun of Chris, he actually came through big on this one, rolling the natural 20 on Hero Point roll. I suppose we didn’t get a ruling on whether he actually broke her weapons or just escaped the grasp, but considering we finished beating her down before she got her next move, I’m not sure it matters that much.

And OK, I want to give Dougie his due as well. Critting off my Shared Stratagem and then having his sword re-apply flat-footed so he could land a SECOND dose of precision damage was kinda badass. TACTICS!

So the Skinner is down and dealt with. We’re not QUITE done with the cultists yet; there’s still a room that houses the lieutenant known as “Mobana the Stitcher” (I assume that was the room the earth mephit investigated when it went down the ladder from the sleeping area) and a few other rooms to be checked. But the big boss is done, and we didn’t really use that many resources doing it. (Heck, Tyrroicese was tougher, if you want to go there.) So, I feel pretty confident that we’ll be able to finish up the Skinsaw Cult on this trip into the catacombs.

Buuuut it won’t be this week, as Steve makes it a short episode. So I guess we’ll come back to it next week. As always, feel free to drop by our Discord channel or other social media and let us know what you think of the show. Thanks for listening and we’ll see you next week.

The Sideshow S3|08: Think Outside the Bag

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

And that’s where we’ll pick it up next week, with the conclusion of the big brawl. As always feel free to drop by our Discord channel or other social media and let us know what you think of the show. Thanks for listening and we’ll see you next week.

The Bird’s Eye View S2|32: Skin in the Game

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

Finally, we get to confront the Skinner this week.

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

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

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

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

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

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

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

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

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

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

Or, knowing us, we’ll probably just hit whatever is in front of us until a strategy emerges from the mess. That seems more like our modus operandi. So be sure and come back next week to see if we can pull it off. As always, feel free to drop by our Discord channel or other social media and let us know what you think of the show. Thanks for listening and we’ll see you next week.

The Sideshow S3|07: Excuse Us for Dropping In

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

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

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

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

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

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

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

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

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

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

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

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

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

Unfortunately, the episode ends before we can really get to it, but it looks like next week, we’ll officially be back on the main quest, beating xulgath butt and cleansing aeon towers. Should be fun to see how our team does. As always, feel free to drop by our Discord channel or other social media and let us know what you think of the show. Thanks for listening and we’ll see you next week.

The Bird’s Eye View S2|31: Let Me Be Blunt

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

The Sideshow S3|06: The Dogs and Pony Show

Jason recaps the events from Three Ring Adventure S3|06: Golarion Ninja Warrior.

OK, so it’s circus week. Did NOT expect that.

I thought “check in on the circus” was going to be a simple “stop by, give Marcel some orders, go back out on the road for a few days” thing. I didn’t realize we were actually going to put a performance together. And a performance under new rules, at that.

First, Steve said that going in, two people really wanted to do the circus and two wanted to move on. I am ABSOLUTELY 100% certain Loren was one of the ones who wanted to do it – she LOVES stuff like that — and I’m about 85% sure Rob T. was one of the move-ons. I just don’t know who the second enthusiastic one is. I feel like it might be Vanessa going in, but Rob P. kind of has a “still waters run deep” thing going on where it’s hard to get a read on what he’ll decide to dig deep on.

So let’s talk about the circus subsystem a little bit. Now I should caveat here: normally, I’m VERY much a “you shouldn’t complain unless you’re also going to offer a solution” person, but I don’t really have an answer here. But what I do have is a deadline and a word count, so I’m gonna wade in anyway.

It always struck me that there were two major issues with the existing system. First, the “secondary” activities tended to feel like busy-work and didn’t add a lot to the gaming experience – Roll… For… Buying A Larger Tent! The act of putting on the show has always been the sizzle on the steak. The second was that the system incentivized going all-out until you hit a certain point, at which point shifting gears and playing it safe became the smart play. Once you got the Anticipation and Excitement needles lined up where you wanted them, you were almost just better off just ending the show there than trying to do anything else. It seems to me that the ideal system should have you going all-out for the best performance possible; if you weren’t doing so, something was off about the incentives.

So I think Steve’s choices are a good first-pass at addressing those two concerns. No more secondary tasks was an easy obvious fix, and the circus performance is now basically pass-fail. The second problem could still be an issue if you have really good rolls for the first few acts and “run up the score”, but it’s a first attempt. Time will tell if those are the RIGHT fixes, but they do address those areas.

So we begin. First of all, I chuckled at Steve dropping them on the same map from the Escadar camp. In my brain, I started imagining a scenario where Kalkek snuck aboard their ship and followed them to Cortos. Wouldn’t that be entertaining?

I also love that Mistdancer turns out to be such a freakin’ diva and the whole back and forth with Darius. If you think about it, it was probably a little unrealistic that you could grab 4 or 5 acts from the other circus, drop them into the existing lineup, and NO ONE would have a problem with their stage time. So it seems fitting that somebody would’ve complained. That it was the FLYING HORSE is just the cherry on the sundae.

So we begin the show with a tent full of shoonies, and first up is Alhara’s obstacle course. (OK, this seems well-thought-out, maybe she’s the other one who wanted to go all-out.) Now, I realize Golarion is a world without ambulance chasers or medical waivers, but should we really be risking audience lives on this venture? Couldn’t the clowns do it or something? Or hell… send in The Artist Formerly Known As Jellico Bounce-Bounce: Vanessa’s looking for a reason to kill him off anyway.

And as the performance moves along, none of the audience members die, but we begin to establish the theme of the evening – good performance, weak finish. Not enough to ruin the whole show, but enough to be annoying.

Rob T. takes the helm as Matchstick Flynn, and manages to ad-lib a pretty good show, though again… botches the ending. And then Mistdancer ups the ante by failing entirely. Man, she’s going through a whole character arc, isn’t she? Will she experience growth and come back stronger next time? Will she have a Top Gun moment where she has to grip Goose’s dog-tags before she tries to perform again? Will Darius lift her spirits by proclaiming that he’d fly with her anytime?

So, the circus is beginning to come off the rails a little, and Hap’s up. Hap’s performance is a fun little thing where she starts to pull in some of her original bardic inspirations (haven’t seen that in a while), and it starts to lift the overall score up. We’re finally moving in a positive direction, just in time for the big finale.

Mammoth Lady actually seems to do pretty well. Dude. She can lift her mammoth. Who doesn’t want to see that?

Vanessa plays Namor and does pretty well also. As an aside, I think Vanessa should’ve had Fish-Boy perform Hap’s act IN ITS ENTIRETY, but using water. That would’ve been hilarious.

And now it’s Ateran’s turn, and OK… Rob P. is clearly the other person who was loaded for bear because he’s got a whole thing written out. NOBODY JUST AD-LIBS “CARDAMOM” OFF THE TOP OF THEIR HEAD. I love the visuals of his performance, with a smoky rendition of their adventures so far. Very imaginative. And then… again, botched ending… not enough for the audience to know it, but enough to Ateran off internally.

But when the smoke clears (literally and figuratively), it’s a successful performance. The mostly-shoony crowd leaves happy, our team will make some money, and their reputation will grow for next time. Good job!

Meanwhile, not much happens with the main storylines. The entity that’s been haunting Vandy doesn’t return, and we learn that maybe there’s a MILD connection to people who got in trouble with the law or people who were generally assholes, but it’s not really enough to call a lead. (Do we have a version of the Punisher that’s turned off by bad manners instead of crime?) So I guess we’ll get back to that next week after the tents are packed up for the next town.

(Also as an aside: during the part where they were talking about visiting four different cities, I proposed that the merch site needs a “Circus of Wayward Wonders” tour shirt with different cities and dates. Always loved tour shirts just because they were artifacts of THAT particular show; you could even point to it on the back of the shirt and say “yeah, I was at that one”. But we probably need to wait for a few more dates, because right now it would only have like, 3 or 4 entries.)

So next week, we’ll get back to our main mysteries. Maybe Vandy’s stalker will show, or maybe our team will head up to Matten Cleave and check out the first tower. Maybe both! I’ve given up trying to guess at this point. While you’re waiting, feel free to drop by our Discord channel or other social media and let us know what you think of the show. Thanks for listening and see you next week.

The Bird’s Eye View S2|30: Cleanup, Aisle… Everywhere

Jason recaps the events from Agents of Edgewatch S2|30: Roomba of Blood.

This week’s a bit of a weird week on Roll For Combat because… I’ll be honest… I barely remember any of this happening. I had been under the impression we won the big fight and pretty much immediately retreated to safety, but clearly not; looks like we had almost 90 minutes of checking bodies and exploring the final room or two on this level. The Roomba Of The Damned? I LITERALLY forgot ever running into that thing, though once it actually started playing, the lightbulb went on in my head. I suppose I’ll just blame it on endorphins or something. We’d just had a running battle that stretched over multiple sessions; as you might have picked up, it was a little stressful.

The good news is we’ve now OFFICIALLY cleared the upper level. The last room has been explored – that turned out to be DoomRoomba – and nobody else responded to the alarm. The BETTER news is we got a little bit of advance scouting of the lower level done as well; partly thanks to the open grate over the blood pool, partly thanks to Gomez’s endless supply of mephits. We now know that the Skinner is in the central area, and the area to the west that the mephit explored holds a humanoid and a couple of Skinstiches. (Presumably, that’s the area marked as the Sewing Room on the map.)

Though, OK… pet peeve time. I feel like I have to point this out. A large part of the big running battle happened pretty close to the grate we just used for recon. You know… the grate with holes large enough to see through, and the grate that was enough of a walking hazard that Lo Mang had to roll a skill check to cross it. You’re telling me NOBODY down below heard the sounds of the battle… or of the alarm going off? That seems a LITTLE dubious. I guess she could’ve been out of the room during the battle and then come back in, but that would represent some pretty convenient timing. Though in my personal headcanon, I’m choosing to believe that the Skinner chooses to have some Enya playing in the background while she takes her blood baths, and that’s why she didn’t hear anything. Sure, she’s a remorseless serial killer… but she needs to decompress too. Murder and flaying are hard work.

As we proceed with the loot round-up, the most interesting prize is that we officially find Frefferth’s chain. So we should be able to cross that quest off the list; we just don’t know if there would be one more fight involved in doing so because one more fight might be one fight too much in our present condition. If all we gotta do is put the chain back on the statue, cool. If putting the chain summons Horse-Boy for one more battle… it’s dicey. So I think we’re going to have to defer, even if it might be really nice (and maybe lucrative) to get it taken care of.

On the other hand, as we gather up loot, we get a reminder – a heavy, bricky reminder – of the fact that we haven’t found Gubs yet, and now we have the realization hanging over our heads that we might have accidentally killed him in the Grand Melee. I mean, if the presence of his stuff means he hung out in this area with all the other cultists… that’s not a good sign, right? Thinking back to our conversation with Dannicus, the idea was that if we shouted for him, he might switch sides and join us, and we kinda forgot to do that. If you want to go meta, I didn’t see his name on any of the human NPC tokens, but then again, the guys that came out of the sleeping quarters didn’t even have names, they were just “cultists” or “initiates” or something. So it’s still possible Gubs was one of those guys. In which case… oops?

There’s still also the lower level, so maybe he’s down there and not all is lost. On the other hand, I also feel like joining a cult that chops people up to fill a blood pit for their boss is the definition of a “make your bed, lie in it” situation. I’ll feel bad at having not completed the task, but… 3 outta 10, 4 outta 10 max. Especially now that he dropped a pile of bricks on us from (maybe) beyond the grave.

The other thing we had to deal with this episode is the sheer amount of stuff we have to pull out of here. It’s actually pretty rare when you’re able to fill up an entire bag of holding — I’m actually impressed. My immediate frame of reference was the sled from The Grinch That Stole Christmas, so now I have this image of Lo Mang in a Santa suit (pantsless, of course!) carrying a huge bag with a Christmas tree sticking out the top. If we wish to further the imagery by tying a single antler to Gomez’s head, I wouldn’t complain much. (Also… if this isn’t the RFC Christmas card, we riot.)

So now, FINALLY, we get out of the dungeon, dragging our rescued prisoners along with us. Sure, we still have challenges to clear – rescuing the captain of the Graycloaks, dealing with the horseman, and clearing the lower level – but we definitely earned our paychecks today.

Though spending our paychecks is another matter. If there’s one thing I REALLY want, it’s a property rune to add some elemental damage to my bow. I’m starting to really love archery, and adding some additional damage and effects would take it to a whole new level. I’m probably leaning toward frost, because critical hits would apply slowed, and taking away even ONE enemy action per turn would be fantastic. Unfortunately, my gold tops out in the mid-300s, and all the elemental damage runes start at 500g. And it’s a little too much to borrow the difference – if I were 10g short, that’s one thing, but 100g short is a little too big a gap. So… next time.

Of course, there’s the other unspoken thing: will we level? We have to be getting pretty close since we took out an entire level – not just the Grand Melee, but the otyughs, the spider, and the initial batch of guards in the lookout post. Having said that, not only did I probably jinx it, but the Frefferth quest was the thing that made us come up short. But hey… can’t level if you’re dead.

So next week, we’ll come back, finish any shopping we might want to do, and figure out what order to attack these remaining tasks in. As always feel free to drop by our Discord channel or other social media and let us know what you think of the show. Thanks for listening and we’ll see you next week.