

We also find a bottle containing something nasty and part of a larger shipment. First, we find a lockbox that both contains a crap-ton of money and fleshes out the details of the business between Bort and Hallod a little further. The exploration is not fruitless, though.

Further exploration reveals that this is definitely Hallod’s base of operations, but so far, Hallod himself is nowhere to be seen. There are crates to loot scattered throughout the room, but with the possibility that the dogs raised the alarm and Hallod could be waiting nearby, we decide to not to waste time searching the room and continue the pursuit. “#SorryNotSorry”, as the Young People say. Steve can throw all the guilt trips he wants at us, but I know he’s enough of a Stephen King fan to be familiar with Cujo. None of the party members fail the save on the “Slippery When Wet” trap, Prue gets to break out her angry face, and we make astonishingly easy work of the remaining dogs. From there, the fight never gets better for the pups. If you believe in quantum realities, there’s an alternate universe where we played Slip-N-Slide while the dogs chewed us to pieces.īut right out of the gate, Cade gets two hits at close to max damage, and now it’s two dogs instead of four. This is a fight that feels like it could’ve been a disaster – four enemies that have a pack attack (mentioned by Steve but never seen), and a slippery section of the floor right in the entrance to create an added challenge. This week’s theme on Roll For Combat is Making Friends With The Dice Gods, as we face a pair of fights that could’ve been difficult but became easy because of fortunate rolls of the dice.įirst, let’s talk about the (emotionally manipulative) fight with the dogs. Jason recaps the events from Roll For Combat: The Fall of Plaguestone, Episode 08: Murderous Disco Dancing.
