Shop For All Roll For Combat Products at Battlezoo.com!

The Bird’s Eye View S3|13: Anti-Social Security

Jason recaps the events from Agents of Edgewatch S3|13: Fanny Pack Of Holding.

Despite not really having much of a plan, we finally made it to the vault this week. Pass-fail, we’re actually getting it done so far. It just FEELS like we’re teetering on the edge of failure the entire time.

First up, we reuse an old Extinction Curse standby and shove the party into a bag of holding to get through the “cage” area of the casino. Now, I don’t want to be pedantic, and we’ve had THREE people who know the rules a lot better than me weigh in (Steve, Vanessa, and Loren), but this still feels a little bit sketchy to me. I realize the ruling has already been given… each person gets their own extra-dimensional space… but it still just feels weird that three people and their gear could be tucked into a bag that’s specced for 25 bulk.

And OK, there’s also a general inconsistency with the bulk system. The general rule of thumb says that a unit of bulk is 5 or 10 pounds, which would make an adult human something like 15-25 bulk (even using the 10-pound figure). But the table for creatures says a medium creature is only 6 bulk. So… even without the ruling about each creature having its own space, this whole thing is a little bit muddled. But hey, the Extinction Curse crew already argued their way through this, so we’re just gonna piggyback on their win, and into the bag we go.

So we get past the first round of guards, and I’m realizing we don’t really have a lot of stealth tools at our disposal. Silence, darkness… other than my one cast of invisibility sphere, we can’t really disguise our presence and pretty much have to hit them head on. Last week, I was also lamenting the fact that we didn’t think to bring a sleep potion and just have Lo Mang give them the mickey, but I’m not feeling so bad about that after doing more research. Looking at potions that inflict sleep, Level 4 Stupor Poison only has a DC 20 save, and the next one after that is Level 12 Slumber Wine which costs 325 gp per dose. (And OK, guards might be willing to drink COFFEE on duty, but getting them to drink wine might’ve been a tough sell anyway.)

And this brings me to one of those other little weaknesses with the whole “heist movie” genre: the protagonists in those movies can pretty much get whatever they need, equipment-wise. A high-end laptop that can hack the mainframe? Fire engine and firefighting gear? Poison that gives the guy with the vault codes explosive diarrhea? They just HAVE it, somehow, because they’re cool enough to have connections. It’s a little harder to plan one of these when you’re gold-limited.

So, I guess we’re fighting then. Not how I wanted it to go down, but if we hit ‘em quick, maybe we can concuss them and they’ll have trouble identifying us. Before we do that, Dougie does the best he can to sabotage the doors to the other areas so if there ARE going to be reinforcements, it might slow them down a bit. And then it’s time to fight.

The fight actually starts off pretty rough, as we miss most of our attacks in the first round. We had ourselves the equivalent of a perfectly good surprise round, and then we go and waste it with garbage rolls. Luckily though, one of the two guards loses his turn entirely, and the other mostly whiffs on his attacks, so the bad luck is contagious. Round 2, on the other hand, goes a LOT better, as we land some crits and put the guards on the defensive. By round three, one guy is out entirely, and the other is trying to run for it, but to no avail thanks to Lo Mang’s ability to chase runners down as a reaction.

In the midst of all this, I noticed a few small things. The first is a general quibble: if Lo Mang’s Heaven’s Thunder ability does sonic damage, did Steve miss that, or does that imply that the walls are thick enough nobody noticed? I didn’t particularly notice it during the initial playthrough, but on re-listen, that kind of stuck in my brain. I assume an attack that’s loud enough to do damage would be loud enough to be heard. But between the walls being thick down here, a party going on upstairs, and the doors to other nearby areas being sabotaged, maybe we’re still OK.

The other is a personal milestone, as I finally get to use my Enchanting Arrow ability for the first time. Just as a reminder, Enchanting Arrow bumps my attack up to 2 actions, but adds 2d6 of mental damage on top (keep in mind that’s on top of base damage, precision damage from Devise a Stratagem, and possibly deadly damage in the case of a crit). So in terms of strategy, the goal here should be to use it at the ends of the spectrum. What I mean is that it’s best to use it either on likely/known crits where it will get doubled, or (at the opposite end) enemies that have a high enough AC that the first attack is probably my only chance to hit. In this case, I guessed wrong: I thought 35 might be enough to crit, but it turned out to not be so. Only 5 extra points of damage.

So rocky start aside, we’re past the guards. The general plan now will be to go into the vault, get the contents of the box, leave the guards in the vault so they won’t be discovered until later, and get out of Dodge. OF COURSE it’s not that easy though.

Remember how Gage Carlyle didn’t let me go all the way into the vault when I opened an account? Well, the vault was kind of L-shaped, and it turns out there’s a demon-lady in the part of the vault that I didn’t get a look at. She’s too much of a psycho to be working for the casino, so I’m going into this whole encounter assuming she works for the wizard. It always felt like the attack upstairs was a little wimpy; maybe it was all cover for this lady to get down here during the confusion.

The good news is that maybe that opens a window to negotiate since as far as we know, we’re there after different things. “You can attack us, and one of us will go raise the alarm and neither of us gets what we want.” The bad news is a creature that loves pain and is talking about “enhancing” us probably isn’t going to be in much of a talking mood.

But I guess we’ll find out next week. Can we talk this out, or are we going to have to fight our way through? 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.