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RPGBOT.Podcast
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The RPGBOT.Podcast is a thoughtful and sometimes humorous discussion about Tabletop Role Playing Games, including Dungeons and Dragons and Pathfinder as well as other TTRPGs. The discussion seeks to help players get the most out of TTRPGs by examining game mechanics and related subjects with a deep, analytic focus. The RPGBOT.Podcast includes a weekly episode; and The RPGBOT.News and The RPGBOT.Oneshot.
You can find more information at https://rpgbot.net/ - Analysis, tools, and instructional articles for tabletop RPGs.
Support us at the following links:
Patreon: https://www.patreon.com/rpgbot
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The RPGBOT.Podcast was developed by RPGBOT.net and produced in association with The Leisure Illuminati.
You can find more information at https://rpgbot.net/ - Analysis, tools, and instructional articles for tabletop RPGs.
Support us at the following links:
Patreon: https://www.patreon.com/rpgbot
BlueSky: https://bsky.app/profile/rpgbot.net
TikTok: https://www.tiktok.com/@rpgbotdotnet
The RPGBOT.Podcast was developed by RPGBOT.net and produced in association with The Leisure Illuminati.
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Join the RPGBOT crew as they wrap up their Pulp Cthulhu experiment — answering listener questions, unpacking mechanics, debating wizard builds, and confirming once and for all that Pulp Cthulhu is less "existential dread" and more "Indiana Jones punches Nazis with a jetpack." Show Notes The finale Q&A session closes out the RPGBOT Quickstart series on Pulp Cthulhu with a reflective, mechanics-focused discussion on how the system actually played at the table. Framed as a conversation between players and Keeper, the episode explores whether the rules felt intuitive, what stood out, and how pulp action changes the traditional Call of Cthulhu experience. The discussion opens with character advancement — a system largely inherited from Classic Call of Cthulhu. Skills that succeed during play are marked, and during the development phase players roll to see if they improve — ironically increasing faster in weaker skills than stronger ones. This reinforces the system's organic growth model and is supplemented in Pulp by rewards like bonus Luck for completing story arcs. From there, the hosts explore how survivability mechanics shift the tone. Luck emerges as a defining feature of pulp play, enabling cinematic survival and bold risk-taking. The group reflects on moments where characters survived explosive stunts specifically because Luck allowed them to — a core distinction from the deadlier classic ruleset. Combat mechanics and optimization debates dominate the mid-episode. The team examines whether investing in unarmed combat can ever compete with firearms, concluding that while high damage bonuses and melee weapons help, impaling weapons and guns remain significantly deadlier due to extreme success multipliers. This highlights the game's grounded lethality — fists can work, but physics (and dice math) favor bullets. The Q&A also ventures into magic, psychic powers, and build decisions. Spellcasting is contextualized as powerful but dangerous, balanced by sanity costs and narrative risk. Psychic abilities, meanwhile, shine in investigation-driven play, especially those focused on information gathering rather than raw damage. Beyond mechanics, the episode emphasizes tone. Pulp Cthulhu thrives on cinematic improvisation and narrative escalation — encouraging Keepers to "yes-and" player creativity while maintaining credible stakes. The system sits between absurd heroics and genuine peril, echoing adventure films where quips and danger coexist. Balancing that tone is presented as the central challenge for running the game effectively. The session concludes with reflections comparing Classic and Pulp styles. Players note that pulp's higher success rates and survivability foster emotional investment and character attachment, contrasting with the grim inevitability of failure common in classic play. Ultimately, the Q&A serves as both debrief and endorsement — showcasing Pulp Cthulhu as a system that rewards boldness, supports cinematic storytelling, and invites players to lean into chaotic adventure while still respecting cosmic horror roots. Key Takeaways Character advancement mirrors Classic Call of Cthulhu — succeed during play, roll during development, and weaker skills grow fastest. Completing story arcs can reward extra Luck, reinforcing heroic pulp progression. Luck fundamentally changes survivability, enabling high-risk cinematic actions. Guns dominate combat efficiency due to impale mechanics and damage scaling. Melee can compete with investment and weapon choice, but fists alone lag behind ranged lethality. Psychic and investigative abilities often outperform damage powers in mystery-focused play. Spellcasting offers powerful tools but trades stability for sanity and narrative risk. Pulp tone encourages improvisation and cinematic problem-solving over tactical rigidity. Keeper skill lies in balancing absurd heroics with meaningful stakes. Compared to Classic, Pulp promotes character attachment through higher success and survivability. Welcome to the RPGBOT Podcast. If you love Dungeons & Dragons, Pathfinder, and tabletop RPGs, this is the podcast for you. Support the show for free: Rate and review us on Apple Podcasts, Spotify, or any podcast app. It helps new listeners find the best RPG podcast for D&D and Pathfinder players. Level up your experience: Join us on Patreon to unlock ad-free access to RPGBOT.net and the RPGBOT Podcast, chat with us and the community on the RPGBOT Discord, and jump into live-streamed RPG podcast recordings. Support while you shop: Use our Amazon affiliate link at https://amzn.to/3NwElxQ and help us keep building tools and guides for the RPG community. Meet the Hosts Tyler Kamstra – Master of mechanics, seeing the Pathfinder action economy like Neo in the Matrix. Randall James – Lore buff and technologist, always ready to debate which Lord of the Rings edition reigns supreme. Ash Ely – Resident cynic, chaos agent, and AI's worst nightmare, bringing pure table-flipping RPG podcast energy. Join the RPGBOT team where fantasy roleplaying meets real strategy, sarcasm, and community chaos. How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati
Every tabletop party eventually meets the same terrifying monster: Not a dragon. Not a lich. Not even a gelatinous cube. No — it's the moment the GM says: "Okay… what do you say to the Duke?" Suddenly the barbarian who decapitated three ogres can't order soup, the bard becomes a hostage negotiator, and someone is Googling "how to Persuasion check in real life." This episode of the RPGBOT.Podcast dives headfirst into the chaotic intersection of roleplay, mechanics, and social awkwardness — breaking down how social skills in TTRPGs, navigating complex social encounters, and roleplaying character interactions can turn conversations into some of the most memorable moments at the table. Show Notes In this episode, the RPGBOT crew explores the nuanced world of social skills in tabletop roleplaying games, unpacking how conversation, persuasion, deception, and negotiation function as core gameplay pillars alongside combat and exploration. The discussion centers on the challenge of translating real-world communication into structured mechanics — and how systems like D&D social interaction checks, Pathfinder diplomacy mechanics, and broader TTRPG roleplay frameworks attempt to balance player performance with character capability. The hosts examine how navigating complex social interactions in TTRPGs often requires collaboration between players and Game Masters. They discuss the importance of establishing expectations around roleplay depth, whether tables prioritize immersive acting or streamlined dice-driven resolution. Through examples ranging from tense political intrigue to comedic tavern banter, the episode highlights how roleplaying character personality traits, leveraging skill proficiencies, and creative problem-solving in narrative encounters can shape outcomes without drawing a weapon. Attention is also given to GM facilitation strategies, including setting clear stakes for social encounters, rewarding clever dialogue, and avoiding binary success/failure outcomes. The conversation underscores how layered NPC motivations, faction dynamics, and evolving story consequences elevate social encounter design for Game Masters beyond simple skill checks into meaningful storytelling tools. Ultimately, the episode frames social play as a vital storytelling engine — encouraging players to embrace vulnerability, experimentation, and collaborative narrative building. Whether negotiating peace treaties, bluffing through palace intrigue, or convincing a dragon not to eat you, mastering tabletop roleplaying social mechanics expands the emotional and strategic scope of any campaign. Key Takeaways Social encounters are a core gameplay pillar alongside combat and exploration in modern TTRPG design Balancing player roleplay ability vs character skill stats is essential for fairness and immersion Clear expectations at Session Zero help define roleplay depth and mechanical reliance Dice rolls should support narrative outcomes — not replace meaningful interaction GMs can improve engagement by defining stakes, motivations, and consequences for NPCs Layered social encounters encourage creative problem-solving beyond combat solutions Rewarding clever dialogue and character-driven choices strengthens table investment Failure in social situations should create story complications, not dead ends Strong social play enhances campaign tone, character development, and group collaboration Mastering TTRPG communication and persuasion mechanics leads to richer storytelling moments Welcome to the RPGBOT Podcast. If you love Dungeons & Dragons, Pathfinder, and tabletop RPGs, this is the podcast for you. Support the show for free: Rate and review us on Apple Podcasts, Spotify, or any podcast app. It helps new listeners find the best RPG podcast for D&D and Pathfinder players. Level up your experience: Join us on Patreon to unlock ad-free access to RPGBOT.net and the RPGBOT Podcast, chat with us and the community on the RPGBOT Discord, and jump into live-streamed RPG podcast recordings. Support while you shop: Use our Amazon affiliate link at https://amzn.to/3NwElxQ and help us keep building tools and guides for the RPG community. Meet the Hosts Tyler Kamstra – Master of mechanics, seeing the Pathfinder action economy like Neo in the Matrix. Randall James – Lore buff and technologist, always ready to debate which Lord of the Rings edition reigns supreme. Ash Ely – Resident cynic, chaos agent, and AI's worst nightmare, bringing pure table-flipping RPG podcast energy. Join the RPGBOT team where fantasy roleplaying meets real strategy, sarcasm, and community chaos. How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati
In the thrilling conclusion of the RPGBOT.Pulp Cthulhu Actual Play, our heroes discover that Luck points are real, sanity is optional, and jetpacks are — scientifically speaking — extremely explosive plot devices. Bjorn steals the Necronomicon with telekinesis, Murray forgets who he is, everyone falls in love with the villain thanks to eldritch karaoke mind control, and the final boss fight is resolved using the timeless tactical doctrine of: "What if we shot the jetpack?" Featuring heroic sacrifice, catastrophic math, spontaneous dismemberment, and a helicopter extraction that arrives precisely when pulp cinema demands it — this episode delivers the important lesson that Call of Cthulhu isn't about surviving intact. It's about surviving spectacularly. Show Notes The finale opens with table banter and a brief plug for ongoing Pulp Cthulhu play opportunities before the Keeper resets the stage and reviews key mechanics — including luck recovery, spending luck for survival, and sanity system nuances. The players regain luck and receive a reminder of how it can modify rolls, negate damage, or even prevent death — rules that soon prove critical. A sanity check against newly transformed ghast enemies immediately escalates tension. Randall's character loses significant sanity and enters a bout of insanity, gaining amnesia and temporarily forgetting context and equipment while acquiring an "insane talent" that grants unusual resilience to pain. This mechanical disruption reinforces Call of Cthulhu's psychological stakes and introduces roleplay chaos at the outset of combat. Combat begins in the ritual chamber where Scarlet Arachnus attempts to complete her summoning. Gunfire exchanges with the ghasts while Arachnus deflects harm through magic. Randall lands a devastating critical hit on one creature, while Tyler pivots toward objective play — targeting the ritual itself. The Necronomicon becomes the center of the encounter as telekinesis is used to wrest control of the artifact from the villain, disrupting her casting momentum. The encounter spikes in complexity when Arachnus unleashes Siren Song, charming allies and nearly turning the party against itself. Iowa succumbs completely, while Tyler resists. Surrounded and nearly dead, Tyler resorts to a desperate solution — coordinating with Randall's jetpack maneuver. The resulting detonation obliterates Arachnus and the ghasts, collapses magical support sustaining the enemies, and nearly kills the party in the process. Randall survives only by spending luck to avoid certain death. After the blast, the ritual collapses, the remaining threats dissolve, and the survivors secure the artifact. Extraction arrives via helicopter — a fitting pulp cinematic conclusion — as the buried ruins vanish beneath the sand, ensuring their secrets remain hidden. The episode closes with post-session reflections on system feel and character impact, cementing the adventure as a chaotic but successful demonstration of Pulp Cthulhu's tone and mechanics. Key Takeaways Luck mechanics are central survival tools and dramatically influence outcomes Sanity loss meaningfully alters gameplay through narrative and mechanical disruption Insanity effects can produce both hindrance and unexpected advantages Objective-focused play (stealing the artifact) can end encounters faster than damage trading Mind-control effects reinforce Mythos horror stakes beyond physical threats Pulp tone encourages cinematic risk and heroic sacrifice Improvisation and environment use can resolve otherwise lethal encounters Narrative pacing culminates in high-stakes chaos followed by cinematic resolution Actual Play effectively demonstrates mechanics through emergent storytelling The finale showcases how Call of Cthulhu balances horror tension with pulp heroics Welcome to the RPGBOT Podcast. If you love Dungeons & Dragons, Pathfinder, and tabletop RPGs, this is the podcast for you. Support the show for free: Rate and review us on Apple Podcasts, Spotify, or any podcast app. It helps new listeners find the best RPG podcast for D&D and Pathfinder players. Level up your experience: Join us on Patreon to unlock ad-free access to RPGBOT.net and the RPGBOT Podcast, chat with us and the community on the RPGBOT Discord, and jump into live-streamed RPG podcast recordings. Support while you shop: Use our Amazon affiliate link at https://amzn.to/3NwElxQ and help us keep building tools and guides for the RPG community. Meet the Hosts Tyler Kamstra – Master of mechanics, seeing the Pathfinder action economy like Neo in the Matrix. Randall James – Lore buff and technologist, always ready to debate which Lord of the Rings edition reigns supreme. Ash Ely – Resident cynic, chaos agent, and AI's worst nightmare, bringing pure table-flipping RPG podcast energy. Join the RPGBOT team where fantasy roleplaying meets real strategy, sarcasm, and community chaos. How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati
Nothing says "pulp adventure" like pouring jet fuel into a moving car, chasing Nazis across the desert, watching a monocle explode off someone's face, and then accidentally triggering sanity-shattering cosmic horror before lunch. In this episode of the RPGBOT.Pulp Cthulhu Actual Play, Murray and Bjorn demonstrate that reckless engineering is a valid transportation strategy, grenades are a valid diplomatic strategy, and sprinting deeper into an ancient tomb filled with acid traps and reptilian nightmare monsters is apparently the safest plan available. If you've ever wondered how long it takes before someone loses their mind, their jet fuel, or their grip on reality — the answer is: about one car chase and a sandstorm. Buckle up. Show Notes Picking up from the escape sequence, the cast dives immediately into cinematic pulp chaos as the party chases their enemies across the desert in identical vehicles. The Keeper introduces chase mechanics, and Randall immediately weaponizes poor decision-making by injecting aerosolized jet fuel into the engine — a maneuver that miraculously succeeds and rockets the car forward. The pursuit becomes a back-and-forth exchange of hazards: dunes, quicksand, chasms, and barriers, all resolved through skill checks and player improvisation. The action escalates when the villains retaliate with occult spectacle. Scarlet Arachnus summons a supernatural sandstorm, forcing sanity checks as the players witness magic in action. The chase culminates in explosive pulp heroics — Tyler uses telekinesis to lob a grenade, annihilating an enemy squad and their fancy monocled leader in one cinematic blast. Despite the victory, Arachnus escapes toward a ritual site where her artifact awakens a buried desert city. The party follows into ruins that transition the tone from swashbuckling action to creeping cosmic dread. Exploration brings environmental puzzles and traps — light-reflection mechanisms, directional pedestals, acid-spraying carvings — that showcase investigative gameplay and collaborative deduction. Inside the tomb, tension mounts. Evidence of cult activity, sacrificial imagery, and partially dissolved remains reinforce the setting's horror roots. Soon the players encounter reptilian hybrid creatures resembling carved murals, triggering sanity rolls and frantic combat. Explosives thin the swarm but destabilize the chamber, forcing a desperate escape deeper into the complex. The episode closes on a classic cliffhanger: Arachnus prepares a ritual invoking cosmic forces as a forbidden tome levitates, mutates her followers into grotesque forms, and tears reality itself. The party arrives just in time to witness the ritual beginning — and the session ends on that looming confrontation. The overall tone blends humor, pulp action tropes, and creeping Mythos horror, demonstrating how Actual Play showcases system mechanics organically — from chases and sanity to puzzle-solving and narrative escalation. Key Takeaways Pulp Cthulhu chase mechanics emphasize cinematic momentum and risk/reward decision making. Player creativity (even reckless creativity) drives memorable moments and story direction. Sanity checks reinforce tone shifts when supernatural elements emerge. Explosives and improvisation can resolve encounters — but often create new problems. Environmental puzzles highlight investigation and teamwork over pure combat. Mythos horror escalates gradually through imagery, traps, and creature reveals. Narrative pacing uses alternating action and exploration to maintain tension. Cliffhangers remain an effective session-ending tool for serialized Actual Play. Welcome to the RPGBOT Podcast. If you love Dungeons & Dragons, Pathfinder, and tabletop RPGs, this is the podcast for you. Support the show for free: Rate and review us on Apple Podcasts, Spotify, or any podcast app. It helps new listeners find the best RPG podcast for D&D and Pathfinder players. Level up your experience: Join us on Patreon to unlock ad-free access to RPGBOT.net and the RPGBOT Podcast, chat with us and the community on the RPGBOT Discord, and jump into live-streamed RPG podcast recordings. Support while you shop: Use our Amazon affiliate link at https://amzn.to/3NwElxQ and help us keep building tools and guides for the RPG community. Meet the Hosts Tyler Kamstra – Master of mechanics, seeing the Pathfinder action economy like Neo in the Matrix. Randall James – Lore buff and technologist, always ready to debate which Lord of the Rings edition reigns supreme. Ash Ely – Resident cynic, chaos agent, and AI's worst nightmare, bringing pure table-flipping RPG podcast energy. Join the RPGBOT team where fantasy roleplaying meets real strategy, sarcasm, and community chaos. How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati
Ritual spellcasting is the part of tabletop roleplaying games where wizards stop blowing things up for ten minutes and instead argue about chalk circles, incense pricing, and whether chanting counts as a somatic component if you're holding snacks. In this episode of the RPGBOT.Podcast, we dive deep into D&D ritual casting mechanics, explore how Pathfinder and 5e ritual spells change encounter pacing, and discuss how to turn out-of-combat magic systems into storytelling tools instead of bookkeeping exercises. Because sometimes the real magic isn't Fireball — it's spending eleven minutes summoning a familiar while your party rogue steals your candles. Show Notes Ritual magic sits in a fascinating design space across modern tabletop RPG systems, particularly in Dungeons & Dragons 5e ritual spellcasting rules, where casting without expending spell slots reshapes resource management and exploration play. In this episode, the hosts explore how ritual casting in tabletop RPGs functions both as a mechanical subsystem and as a narrative lever for immersion. Rather than treating ritual spells like background noise, we discuss ways GMs and players can frame non-combat spellcasting mechanics as collaborative storytelling moments that reinforce tone, pacing, and worldbuilding. The conversation begins with a mechanical breakdown of how ritual casting works in D&D, including class access, preparation requirements, and opportunity cost. We compare approaches to ritual magic systems in Pathfinder and other TTRPGs, highlighting how design differences affect party planning and gameplay tension. Along the way, we touch on optimization considerations for players researching best ritual spells for utility and exploration, and how ritual access can shape character identity outside of combat encounters. From there, the discussion pivots toward table culture and presentation. Ritual casting is an opportunity to create sensory texture — chanting, environmental interaction, symbolic components — and we outline practical techniques for GMs seeking to immerse players through magical storytelling. This includes pacing strategies, spotlight balance, and methods for integrating ritual outcomes into ongoing campaign arcs rather than treating them as isolated mechanics. Finally, we address common pitfalls. Overuse can trivialize challenges, while underuse wastes design space. By framing rituals as collaborative scenes instead of background automation, tables can unlock deeper engagement with fantasy roleplaying immersion techniques and reinforce the feeling that magic is mysterious, costly, and meaningful. Whether you're optimizing your spellbook or building cinematic magical moments, this episode provides both system mastery and creative inspiration for getting more out of ritual spellcasting at your table. Key Takeaways Ritual spellcasting in D&D 5e allows slot-free utility casting but requires time investment and preparation planning Understanding how ritual casting works in tabletop RPG systems helps players optimize exploration and resource management Many best ritual spells for roleplaying immersion shine outside combat and define character identity GMs can elevate non-combat magic storytelling by emphasizing sensory description and table participation Ritual scenes are opportunities to reinforce pacing, spotlight sharing, and narrative tone Comparing ritual mechanics across Pathfinder and 5e highlights how system design affects tension and preparation Avoid trivializing obstacles — meaningful cost or risk keeps ritual magic engaging Treat rituals as collaborative scenes rather than background mechanics to enhance immersion Strong presentation transforms fantasy ritual casting experiences into memorable campaign moments Welcome to the RPGBOT Podcast. If you love Dungeons & Dragons, Pathfinder, and tabletop RPGs, this is the podcast for you. Support the show for free: Rate and review us on Apple Podcasts, Spotify, or any podcast app. It helps new listeners find the best RPG podcast for D&D and Pathfinder players. Level up your experience: Join us on Patreon to unlock ad-free access to RPGBOT.net and the RPGBOT Podcast, chat with us and the community on the RPGBOT Discord, and jump into live-streamed RPG podcast recordings. Support while you shop: Use our Amazon affiliate link at https://amzn.to/3NwElxQ and help us keep building tools and guides for the RPG community. Meet the Hosts Tyler Kamstra – Master of mechanics, seeing the Pathfinder action economy like Neo in the Matrix. Randall James – Lore buff and technologist, always ready to debate which Lord of the Rings edition reigns supreme. Ash Ely – Resident cynic, chaos agent, and AI's worst nightmare, bringing pure table-flipping RPG podcast energy. Join the RPGBOT team where fantasy roleplaying meets real strategy, sarcasm, and community chaos. How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati
There are two ways to learn a tabletop RPG: read the rulebook… or get shot at on a collapsing train while chasing occult Nazis across North Africa. In this RPGBOT.Quickstart actual play of Pulp Cthulhu, the crew demonstrates how cinematic pulp RPG sessions actually unfold — complete with relic thefts, hypnotized enemies, catastrophic dice rolls, and a physics-defying jetpack solution. If you've ever wondered how Call of Cthulhu actual play gameplay, learning Pulp Cthulhu through play, or tabletop RPG session flow examples look in the wild, this episode shows you — loudly, chaotically, and probably while someone is falling off a cliff. Show Notes This installment of the RPGBOT Quickstart actual play series transitions from theory into demonstration, showcasing how to learn Pulp Cthulhu gameplay mechanics through live play. Following prior episodes on system concepts and character creation, the cast introduces their pulp-era investigators — including an eccentric engineer and a circus-trained occult bruiser — tasked by an FBI occult task force to intercept Nazi relic hunters in 1935. The scenario begins aboard a desert-bound train headed toward a meeting with archaeologist Iowa Roberts, where the party examines a mysterious artifact that functions like a supernatural compass pointing toward the mythical desert city tied to forbidden lore. Their investigation is interrupted when the rival occult agent Scarlet Arachnus steals the relic during a catastrophic derailment, throwing the game immediately into cinematic action and demonstrating combat initiative, skill rolls, and survival mechanics in Call of Cthulhu actual play. Escaping a precariously hanging train car, the players confront armed enemies, navigate terrain hazards, and showcase mechanical problem-solving through teamwork and skill checks — highlighting how dice outcomes shape narrative consequences. The action continues across exposed train cars with firefights against heavily armed foes, illustrating tactical movement, cover usage, and pulp-style heroics. After surviving the encounter and sabotaging the collapsing train, the group scavenges supplies, uncovers clues, and discovers evidence of a larger occult plot: a map referencing desert pillars and connections to mythic texts associated with forbidden knowledge. Realizing they've handed the artifact to their enemies, they pivot to pursuit — commandeering and repairing a damaged vehicle, demonstrating mechanical repair gameplay and collaborative skill usage. The session concludes with the party navigating across the desert using improvised technology to track tire marks toward their adversaries — emphasizing exploration and skill-driven storytelling in tabletop RPG actual play teaching examples. Overall, this consolidated episode functions as a practical tutorial on how actual play sessions model rule application, improvisation, and narrative escalation, blending cinematic pulp action with procedural gameplay instruction. Key Takeaways Actual play is an effective way to learn Pulp Cthulhu rules and gameplay flow in context Character introductions reinforce narrative hooks and mechanical identity Skill checks drive storytelling outcomes — success and failure both move plot forward Combat showcases initiative, cover, and pulp-action pacing Environmental hazards highlight survival and problem-solving mechanics Collaborative play enables creative solutions beyond strict rules Resource scavenging and clue discovery reinforce investigation gameplay Vehicle repair and navigation demonstrate non-combat system depth Narrative escalation illustrates long-form campaign structure Session ends with forward momentum toward mythos investigation and pursuit Welcome to the RPGBOT Podcast. If you love Dungeons & Dragons, Pathfinder, and tabletop RPGs, this is the podcast for you. Support the show for free: Rate and review us on Apple Podcasts, Spotify, or any podcast app. It helps new listeners find the best RPG podcast for D&D and Pathfinder players. Level up your experience: Join us on Patreon to unlock ad-free access to RPGBOT.net and the RPGBOT Podcast, chat with us and the community on the RPGBOT Discord, and jump into live-streamed RPG podcast recordings. Support while you shop: Use our Amazon affiliate link at https://amzn.to/3NwElxQ and help us keep building tools and guides for the RPG community. Meet the Hosts Tyler Kamstra – Master of mechanics, seeing the Pathfinder action economy like Neo in the Matrix. Randall James – Lore buff and technologist, always ready to debate which Lord of the Rings edition reigns supreme. Ash Ely – Resident cynic, chaos agent, and AI's worst nightmare, bringing pure table-flipping RPG podcast energy. Join the RPGBOT team where fantasy roleplaying meets real strategy, sarcasm, and community chaos. How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati
There are monsters in tabletop RPGs that exist to be fought, monsters that exist to be feared, and monsters that exist to make the Dungeon Master quietly whisper, "I hope you prepared spells with saving throws." Beholders fall squarely into that last category. This week on RPGBOT.Podcast, we're diving deep into Beholder-Kin — floating orbs of paranoia, laser violence, and architectural malpractice. From tiny gazers that exist solely to be annoying, to death tyrants that refuse to stay dead out of spite, we explore why beholders remain one of Dungeons & Dragons' most iconic, miserable, and tactically terrifying monsters. Along the way, we discuss dream-based reproduction, anti-magic cones, and why every beholder lair looks like it was designed to fail a building inspection on purpose. Show Notes Beholders are one of the oldest and most recognizable monsters in Dungeons & Dragons, and for good reason. They aren't just bags of hit points with flashy attacks — they're intelligent, paranoid, and cruel creatures that reshape both combat and storytelling the moment they appear in a campaign. In this episode, the hosts break down what defines beholders and their many variants, collectively known as Beholder-Kin, and why they're such effective villains across nearly every tier of play. The discussion starts with what makes beholders fundamentally different from other monsters. Their signature eye rays, combined with a central anti-magic eye, mean that fights against beholders rarely follow predictable patterns. Even experienced players are forced to react rather than execute clean plans. The randomness of eye rays creates chaos, but the creature's intelligence means that chaos is applied with intent — the rays may be random, but the targets absolutely are not. From there, the conversation expands into the many variants of Beholder-Kin found throughout D&D. Gazers, spectators, gauths, mind witnesses, beholder zombies, death kisses, and death tyrants all represent different expressions of the same alien biology. Each fills a distinct role, allowing Dungeon Masters to introduce beholder-themed encounters from the earliest levels all the way into high-tier play without losing flavor or threat. This flexibility is one of the reasons beholders remain so enduring in D&D design. Combat tactics play a major role in the episode, especially the importance of running beholders intelligently. A beholder that floats into melee range and trades bite attacks is a beholder being played incorrectly. These creatures thrive on distance, verticality, and environmental control. Their lairs are often carved with disintegration rays, filled with vertical shafts, traps, and contingency plans, and designed to punish creatures that rely on gravity. When played well, a beholder encounter feels less like a fair fight and more like surviving a hostile environment that actively hates you. The episode also dives into beholder lore and ecology, which somehow manages to be both fascinating and deeply unsettling. Earlier editions described grotesque physical reproduction, while modern D&D reframes beholder reproduction as a dream-based phenomenon where nightmares literally manifest new beholders into reality. This almost always results in immediate territorial violence, reinforcing the idea that beholders are incapable of peaceful coexistence — even with themselves. To balance the horror, the hosts also explore notable exceptions in D&D lore. Famous beholders like Xanathar embody tragic paranoia, while figures like Large Luigi — an omniscient beholder tavern owner in Spelljammer — prove that even reality-warping aberrations can choose hospitality over genocide. These examples highlight how beholders can serve not just as villains, but as unforgettable NPCs, information brokers, or narrative wild cards. The episode wraps by touching on player-facing options. While players can't normally play beholders, they can still interact with Beholder-Kin through warlock patrons, summoned spectators, or gazer familiars. Used carefully, these options let players brush up against beholder weirdness without completely breaking the game — though the temptation to do something irresponsible is always there. Key Takeaways Beholder-Kin work because they operate on multiple levels at once. Mechanically, they introduce chaos through randomized effects, but narratively they reward intelligent, ruthless play. A beholder encounter is never just about hit points — it's about positioning, preparation, and survival. These monsters scale exceptionally well across a campaign. From CR ½ gazers to CR 14 death tyrants, Beholder-Kin allow Dungeon Masters to introduce consistent themes without repeating the same fight. Each variant reinforces the core beholder identity while adding new tactical wrinkles. Lair design is not optional when using beholders. Their environments are an extension of their personality: vertical, hostile, and unapologetically unfair. A beholder fought on flat ground is missing half its threat. Finally, beholders remain iconic because they embody the strange heart of D&D. They're terrifying, absurd, overdesigned, and deeply committed to their own misery. Whether used as cosmic horror, dungeon boss, or omniscient bartender, Beholder-Kin remind us that sometimes the most memorable monsters are the ones that don't want to exist — but absolutely refuse to stop. Welcome to the RPGBOT Podcast. If you love Dungeons & Dragons, Pathfinder, and tabletop RPGs, this is the podcast for you. Support the show for free: Rate and review us on Apple Podcasts, Spotify, or any podcast app. It helps new listeners find the best RPG podcast for D&D and Pathfinder players. Level up your experience: Join us on Patreon to unlock ad-free access to RPGBOT.net and the RPGBOT Podcast, chat with us and the community on the RPGBOT Discord, and jump into live-streamed RPG podcast recordings. Support while you shop: Use our Amazon affiliate link at https://amzn.to/3NwElxQ and help us keep building tools and guides for the RPG community. Meet the Hosts Tyler Kamstra – Master of mechanics, seeing the Pathfinder action economy like Neo in the Matrix. Randall James – Lore buff and technologist, always ready to debate which Lord of the Rings edition reigns supreme. Ash Ely – Resident cynic, chaos agent, and AI's worst nightmare, bringing pure table-flipping RPG podcast energy. Join the RPGBOT team where fantasy roleplaying meets real strategy, sarcasm, and community chaos. How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati
Death in Dungeons & Dragons is weird. Sometimes it's a tragic, character-defining moment that reshapes the campaign. Other times it's a minor inconvenience solved by rooting around in the cleric's pockets for a diamond and a receipt. In this episode, we crack open the lid on resurrection mechanics—how revivify, raise dead, and resurrection actually work, why death saving throws matter less than you think, and how coming back from the dead can be anything from epic storytelling fuel to a mildly awkward coffee break. Show Notes In this episode of the RPGBOT.Podcast, we dive deep into resurrection mechanics in Dungeons & Dragons, breaking down how character death really works—and why raising the dead is both a mechanical safety net and a narrative landmine. We cover the full spectrum of D&D death rules, starting with death saving throws, stabilizing, and the fine line between "down but not out" and "start pricing diamonds." From there, we examine the most common resurrection spells—Revivify, Raise Dead, and Resurrection—comparing spell timing, material components, and the hidden costs that often get ignored at the table. The discussion digs into why resurrection spells can undermine tension if handled casually, how consequences of death in D&D can strengthen long-term storytelling, and when it's okay for resurrection to be fast, cheap, and reliable. We also talk about optional rules, narrative gates, and DM-side tools that make bringing characters back to life in tabletop RPGs feel meaningful without punishing players for bad dice luck. Whether you're a player wondering how safe your character really is or a DM trying to balance drama with fun, this episode is your practical, no-nonsense guide to how resurrection works in D&D 5e—and how to make it better at your table. Key Takeaways Death saving throws are a buffer, not a guarantee—most characters die because of timing, not bad luck Revivify vs Raise Dead vs Resurrection is less about power level and more about narrative impact Material components, especially diamonds, are the real currency of immortality in D&D Easy resurrection lowers tension unless DMs introduce narrative or social consequences Resurrection mechanics work best when death still means something, even if it isn't permanent Clear expectations around death and revival prevent table-side frustration and tonal whiplash Welcome to the RPGBOT Podcast. If you love Dungeons & Dragons, Pathfinder, and tabletop RPGs, this is the podcast for you. Support the show for free: Rate and review us on Apple Podcasts, Spotify, or any podcast app. It helps new listeners find the best RPG podcast for D&D and Pathfinder players. Level up your experience: Join us on Patreon to unlock ad-free access to RPGBOT.net and the RPGBOT Podcast, chat with us and the community on the RPGBOT Discord, and jump into live-streamed RPG podcast recordings. Support while you shop: Use our Amazon affiliate link at https://amzn.to/3NwElxQ and help us keep building tools and guides for the RPG community. Meet the Hosts Tyler Kamstra – Master of mechanics, seeing the Pathfinder action economy like Neo in the Matrix. Randall James – Lore buff and technologist, always ready to debate which Lord of the Rings edition reigns supreme. Ash Ely – Resident cynic, chaos agent, and AI's worst nightmare, bringing pure table-flipping RPG podcast energy. Join the RPGBOT team where fantasy roleplaying meets real strategy, sarcasm, and community chaos. How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati
Welcome to the RPGBOT.Podcast, where today's character creation lesson begins with basic geometry, escalates into psychic powers, and somehow ends with a pacifist circus bear being seriously considered as a build option. In this episode, we take the gloves off and actually make characters for Pulp Cthulhu—choosing archetypes, rolling stats, hoarding skill points like goblins, and discovering that if you roll too well, you might accidentally invent the world's first telepathic himbo artist. If you've ever wondered how Call of Cthulhu character creation becomes fast, fun, and dangerously powerful, this is where the pulp really starts to flow. The D8 goes in the D8 hole. Show Notes This episode walks step-by-step through Pulp Cthulhu character creation, showing how investigators are built to be tougher, broader, and far more cinematic than their classic Call of Cthulhu counterparts. Ash guides Tyler and Randall through the full process—then breaks it down into a Quick & Dirty method that can get players to the table in minutes. Step 1: Choose an Archetype Archetypes replace traditional "classes" and are rooted in classic pulp fiction roles: Mystic (psychic powers, occult insight, vibes) Egghead (engineers, scientists, gadgeteers) Two-Fisted, Swashbuckler, Femme Fatale, Bon Vivant, and more Each archetype: Defines a core characteristic Grants bonus archetype skills Suggests traits, occupations, and story hooks This approach encourages concept-first design, letting the character idea drive the mechanics instead of the other way around. Step 2: Generate Characteristics Attributes are rolled using the familiar D100 roll-under system, but with a key twist: Core characteristic = 1d6 + 13 × 5 (expect very high numbers) Other stats use 3d6×5 or 2d6+6×5 High pulp means exceptional competence The result? Characters who feel powerful immediately—sometimes too powerful, leading to delightful accidents like rolling: Incredible Power Solid looks Questionable intelligence (Yes, the "himbo build" is real.) Step 3: Talents (High Pulp Edition) Because this game is running High Pulp, characters receive four talents instead of two. Talents are drawn from four categories: Physical Mental Combat Miscellaneous Highlights from the episode include: Psychic Powers Arcane Insight Weird Science Animal Companion (responsibly downgraded from "bear" to "bear-adjacent dog") Talents dramatically define how characters play and reinforce pulp action over fragile realism. Step 4: Occupation & Skill Points Occupations grant massive skill point pools, often hundreds of points: Skills start with base percentages Occupational skills come first Archetype skills add another 100 points Personal interest skills add even more The result is wide, competent characters instead of hyper-specialized glass cannons. The episode includes practical advice: Avoid pushing every skill to 95 Aim for flexibility, not just peak numbers Remember Credit Rating is mandatory and matters in play Step 5: Backstory (Fast but Meaningful) Instead of long essays, Pulp Cthulhu uses structured prompts: Personal description (biased, first-person) Ideology and beliefs Significant people Treasured possessions Traits Random tables spark instant character hooks, like: Idolizing Nikola Tesla Carrying calipers as a grounding object Shared trauma bonds Risk-taking or unreliable personalities One key backstory element becomes your Sanity anchor, helping characters recover from mental trauma. Quick & Dirty Character Creation Ash closes the episode with a streamlined alternative: Assign preset stat values Pick talents Select skills from fixed arrays Roll backstory details Start playing immediately Perfect for one-shots, convention play, or groups eager to punch cultists now, not in two hours. Key Takeaways Pulp Cthulhu character creation is fast, flexible, and cinematic Archetypes replace classes with strong narrative identity High Pulp characters start powerful and stay relevant Talents are the heart of customization Skill points are plentiful—breadth is rewarded Structured backstory tools create instant roleplay hooks The Quick & Dirty method gets you playing in minutes Yes, you can accidentally build a psychic himbo—and that's a feature Welcome to the RPGBOT Podcast. If you love Dungeons & Dragons, Pathfinder, and tabletop RPGs, this is the podcast for you. Support the show for free: Rate and review us on Apple Podcasts, Spotify, or any podcast app. It helps new listeners find the best RPG podcast for D&D and Pathfinder players. Level up your experience: Join us on Patreon to unlock ad-free access to RPGBOT.net and the RPGBOT Podcast, chat with us and the community on the RPGBOT Discord, and jump into live-streamed RPG podcast recordings. Support while you shop: Use our Amazon affiliate link at https://amzn.to/3NwElxQ and help us keep building tools and guides for the RPG community. Meet the Hosts Tyler Kamstra – Master of mechanics, seeing the Pathfinder action economy like Neo in the Matrix. Randall James – Lore buff and technologist, always ready to debate which Lord of the Rings edition reigns supreme. Ash Ely – Resident cynic, chaos agent, and AI's worst nightmare, bringing pure table-flipping RPG podcast energy. Join the RPGBOT team where fantasy roleplaying meets real strategy, sarcasm, and community chaos. How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati
Welcome to the RPGBOT.Podcast—where Unearthed Arcana comes to be lovingly examined, gently mocked, and occasionally asked, "Buddy… are you okay?" Today we're cracking open the latest UA drop from Wizards of the Coast, featuring a Monk who does mystic stuff (but don't ask him what kind), a Paladin who took an oath against spellcasters yet somehow became their HR department, a Rogue whose entire job is "stand near a wizard and vibe," and a Warlock who finally said, "What if I just took the cCeric's homework?" We've got scotch-fueled optimism, holiday fatigue, subclass features that boldly ask for coordination without offering agency, and at least one moment where we all realize: congratulations, you don't have a feature—you have responsibilities. Strap in, casters, because someone's about to give you a massage and call it game design. Show Notes In this episode, Randall James, Tyler Kamstra, and Ash Ely engage in a lively discussion about the latest Unearthed Arcana release, focusing on four new subclasses for Dungeons & Dragons. The conversation kicks off with light banter about personal experiences and preferences, particularly around scotch and the recent holidays. As they delve into the new subclasses, they express mixed feelings about the design choices, particularly criticizing the lack of creativity in naming and mechanics. The hosts explore the intricacies of the Mystic Arts Monk, Oath of the Spellguard Paladin, and the Magic Stealer Rogue, highlighting both the potential and shortcomings of each subclass. They emphasize the need for more engaging features and express disappointment over the reliance on existing mechanics without innovative twists. Welcome to the RPGBOT Podcast. If you love Dungeons & Dragons, Pathfinder, and tabletop RPGs, this is the podcast for you. Support the show for free: Rate and review us on Apple Podcasts, Spotify, or any podcast app. It helps new listeners find the best RPG podcast for D&D and Pathfinder players. Level up your experience: Join us on Patreon to unlock ad-free access to RPGBOT.net and the RPGBOT Podcast, chat with us and the community on the RPGBOT Discord, and jump into live-streamed RPG podcast recordings. Support while you shop: Use our Amazon affiliate link at https://amzn.to/3NwElxQ and help us keep building tools and guides for the RPG community. Meet the Hosts Tyler Kamstra – Master of mechanics, seeing the Pathfinder action economy like Neo in the Matrix. Randall James – Lore buff and technologist, always ready to debate which Lord of the Rings edition reigns supreme. Ash Ely – Resident cynic, chaos agent, and AI's worst nightmare, bringing pure table-flipping RPG podcast energy. Join the RPGBOT team where fantasy roleplaying meets real strategy, sarcasm, and community chaos. How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati
At level 11, the Cleric stops being "the healer" and starts being "the department of cosmic corrections." Need a miracle? You've got it. Need a battlefield reorganized? Also you. Need the DM to quietly reconsider every encounter they prepped? Congratulations: you just prepared Heroes' Feast and learned that your god's job description includes "professional problem solver, part-time artillery, full-time vibe check." Welcome to Cleric 11–20, where your faith is strong, your spell list is irresponsible, and your party suddenly thinks every plan can be solved by "ask the Cleric." Show Notes Episode Overview In this episode of RPGBOT.Podcast, we break down how to build and play a D&D 5e Cleric from levels 11–20, where your character graduates from "durable support" to "divine Swiss Army catastrophe." We cover late-tier class features, high-level spell priorities, feat and gear considerations, and how to stay impactful when the game gets weird (and the monsters start having resumes). What Changes at Levels 11–20 Your spell slots get absurd: 6th–9th level spells aren't just stronger—they change what "a problem" even means. Channel Divinity becomes a resource-management minigame: It's no longer "use it when you remember." It's "use it to control the pace of encounters." Your role expands: You're still support… but also control, emergency reset button, and occasionally the party's primary win condition. Late-Tier Cleric Priorities (The "Don't Waste Your Turn" Checklist) Action economy matters more than ever: high-level combats punish "I guess I cast Cure Wounds." Concentration discipline: pick the concentration spell that wins the fight, then protect it like it owes you money. Defenses scale or you get deleted: AC, saves, and positioning keep your miracles online. High-Level Spell Picks That Define Your Cleric Rather than listing everything, we focus on categories of "spells that win sessions," and how to choose within them: Battlefield control & tempo (deny actions, reshape positioning, force bad choices) Pre-fight power (buffs that make the party feel like they're cheating) Hard counters & problem solvers (condition removal, anti-magic, planar nonsense) Clutch buttons (resets, revives, "nope" spells for when the DM smiles too confidently) Feats, Ability Scores, and "High-Level Practicality" When to cap Wisdom, when to take resilience/defensive feats, and when a utility feat is secretly the MVP. War Caster vs. Resilient (Con) (and why your table's encounter style decides this). The "I'm level 15 and still miss" problem: improving reliability via positioning, spell choice, and save targeting. Gear and Magic Items (What You Want and Why) We talk about item functions instead of shopping lists: Concentration protection Mobility and positioning Defensive layers (AC, saves, resistances) Spellcasting flexibility (extra casts, broadened options, panic buttons) Playing Cleric at Tier 4 Without Becoming a Solo Game High-level Clerics can accidentally steal the spotlight. We discuss: How to enable party hero moments while still being decisive When to solve the plot and when to support the plot How to coordinate with the DM so divine power feels epic, not adversarial Key Takeaways Tier 4 Clerics are not "healers," they're strategists. Healing keeps the party alive; control and prevention win fights. Your best turns usually aren't reactive. Preempt threats with positioning, concentration, and proactive tempo spells. Protect concentration like it's your hit points. You can lose the fight without losing HP if you drop the spell that mattered. Pick one job per encounter and do it violently well. Control, buff, counter, rescue—trying to do all of it in one round leads to "meh" turns. Your spell list is a toolbox—prep is gameplay. The difference between "good Cleric" and "legendary Cleric" is often made at dawn. Don't build only for peak moments. Tier 4 is swingy; build for reliability so you're useful even when the boss is immune to your favorite trick. You can be the party's win condition without being the party's main character. Enable your allies' big turns, then drop the miracle when it counts.
Welcome to the RPGBOT.Podcast, where today's lesson is simple: cosmic horror, but with punchable Nazis. If classic Call of Cthulhu is about fragile academics discovering forbidden truths and immediately dying, Pulp Cthulhu is about kicking down the door, firing a shotgun at an elder god, and saying, "That all you got?" This episode is about concepts, themes, and vibes—the part of the game where sanity is optional, luck is currency, and surviving certain death might involve parachuting into a hot-air balloon you didn't know was there. Grab your fedora. We're going full pulp. Show Notes What Is Pulp Cthulhu? Pulp Cthulhu is a fully compatible variant of Call of Cthulhu that dials the game from existential despair to high-octane pulp adventure. Characters are tougher, more competent, and far more likely to survive long enough to matter. If Call of Cthulhu is The Thing or Evil Dead, Pulp Cthulhu is The Mummy, Army of Darkness, or Indiana Jones with eldritch nightmares. Core Themes & Tone Heroic pulp action instead of grim cosmic inevitability Investigators who can take multiple hits and keep fighting A lighter, often comedic tone without abandoning horror Quips, gadgets, globe-trotting, and cinematic set pieces This makes Pulp Cthulhu an excellent transition for players coming from Dungeons & Dragons, Pathfinder, or other heroic tabletop RPGs. Setting & Genre Shift Time period: 1930s, just before World War II Scope: Global adventures—London, Cairo, jungles, ruins, secret bases Enemies: Cultists, mythos horrors… and a suspicious number of Nazis The game leans hard into classic pulp tropes: secret societies, forbidden relics, occult conspiracies, and globe-spanning races against evil. Core Mechanics D100 roll-under system with degrees of success Regular, Hard, and Extreme successes replace DCs Fumbles and pushed rolls create escalating consequences Skills improve when you fail them during advancement These mechanics reward specialization while keeping tension high, even for highly skilled characters. What Makes Pulp Cthulhu Different? Archetypes Two-Fisted Hero, Hard-Boiled Detective, Mystic, Mad Scientist, Femme Fatale, and more Each archetype boosts a core characteristic and grants bonus skills Talents Passive and active abilities that enhance combat, investigation, or survivability Categories include Physical, Mental, Combat, and Weird Science Hit Points Roughly double standard Call of Cthulhu HP Still deadly—just less instantly fatal Luck as a Meta-Currency Spend luck to: Cancel fumbles Reduce damage Stay conscious Cheat death entirely (with a suitably ridiculous explanation) Luck regenerates every session, encouraging aggressive use Insanity, Magic, and Weird Science Insane Talents can grant powerful abilities with narrative drawbacks Magic is faster to learn but still dangerous and unpredictable Psychic powers like telekinesis and clairvoyance are viable builds Weird Science introduces death rays, jetpacks, ghost detectors, and other Flash-Gordon-adjacent nonsense Yes, you can build a psychic mind-wizard or a mad scientist with a death ray. The game actively wants you to try. The Pulp Meter The game supports multiple pulp levels: Low Pulp: Almost classic Call of Cthulhu Mid Pulp: Standard Pulp Cthulhu rules High Pulp: Extra talents, cinematic survivability, full nonsense This episode sets the stage for going high pulp in future sessions Key Takeaways Pulp Cthulhu trades hopeless cosmic horror for heroic pulp survival Characters are tougher, more competent, and more fun to invest in Luck is a central mechanic that fuels cinematic storytelling The 1930s setting enables globe-trotting, occult conspiracies, and pulp villains Perfect for groups who want action, investigation, and horror without constant character death If you've ever wanted to punch Cthulhu—or at least shoot near him—this is your game Welcome to the RPGBOT Podcast. If you love Dungeons & Dragons, Pathfinder, and tabletop RPGs, this is the podcast for you. Support the show for free: Rate and review us on Apple Podcasts, Spotify, or any podcast app. It helps new listeners find the best RPG podcast for D&D and Pathfinder players. Level up your experience: Join us on Patreon to unlock ad-free access to RPGBOT.net and the RPGBOT Podcast, chat with us and the community on the RPGBOT Discord, and jump into live-streamed RPG podcast recordings. Support while you shop: Use our Amazon affiliate link at https://amzn.to/3NwElxQ and help us keep building tools and guides for the RPG community. Meet the Hosts Tyler Kamstra – Master of mechanics, seeing the Pathfinder action economy like Neo in the Matrix. Randall James – Lore buff and technologist, always ready to debate which Lord of the Rings edition reigns supreme. Ash Ely – Resident cynic, chaos agent, and AI's worst nightmare, bringing pure table-flipping RPG podcast energy. Join the RPGBOT team where fantasy roleplaying meets real strategy, sarcasm, and community chaos. How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati
Welcome back to the RPGBOT.Podcast, where today we're talking about Plane of Elysium—the one afterlife that sounds so good the Dungeon Master has to invent mechanics to stop you from moving there permanently. It's paradise. Your needs are met. You're at peace. You're happy. Too happy. In fact, if you stay too long, you might fail a Wisdom save and decide adventuring, heroism, and saving the multiverse are overrated compared to eternal riverfront property and a Mai Tai. And if that sounds suspiciously like quitting D&D to live in a gated community called "Ecstasy," don't worry—we'll explain why enforced happiness, dragon shift-work, and a giant bone spine gate mean Elysium is still absolutely unhinged. Show Notes What Is Elysium? Elysium is the Neutral Good Outer Plane, positioned between the Beastlands and Arborea. It represents true contentment, rest, and fulfillment, rather than law, chaos, or moral absolutism. Souls here aren't punished, tested, or judged—they're finally allowed to relax. The Core Vibe No labor, no scarcity, no stress. Everything you need is provided. Happiness is genuine—unless you're in the gate town, where it absolutely is not. The Four Layers of Elysium Amoria Gentle meadows, forests, and idyllic towns along the River Oceanus. Every settlement somehow has riverfront property. Biomes get weirder the farther you travel from the river (plains, badlands, deserts… for reasons). Eronia Craggy mountains, harsh winters, rugged terrain. Heaven for dwarves, mountain folk, and anyone who thinks Colorado weather is "nice actually." Belierin (Bellerin) The prison layer of heaven, which is a sentence that should worry you. Holds legendary threats that couldn't be killed: hydras, ancient evils, fallen dukes of Hell. Access is restricted—mostly via the River Oceanus. Perfect setup for a level 20 "heaven jailbreak" campaign. Thalassia Endless ocean dotted with heroic islands. Where the best souls go—or where deities personally abduct you before you die because you're just that good. Eternal tropical vacation, sailing, fishing, and zero capitalism. The River Oceanus A holy river that flows through Elysium and beyond. Functions as a major planar highway connecting multiple Upper Planes. Also conveniently Hydra-proof. Who Lives Here? Guardinals (celestial animal-folk with extreme "Narnia energy") Moon Dogs (the best boys; CR 12; hunt evil; deserve all the treats) Phoenixes, because nobody here is trying to harvest them for profit Numerous deities, including Pelor, Lathander, and Shantaea Pathfinder vs. D&D Pathfinder does have an Elysium—but it's functionally closer to D&D's Arborea. Same name, wildly different vibes. The Gate Town: Ecstasy Located in the Outlands, connected to Elysium. Appears joyful, welcoming, and celebratory… because happiness is magically enforced. Suppressed emotions inevitably explode into violence. Ruled by twin dragons: The Lightcaller (gold dragon, daytime ruler) The Night Whisperer (silver dragon, nighttime ruler) Never seen together. Definitely suspicious. Key Locations in Ecstasy Philosopher's Court – a "safe" place to vent grievances that now regularly turns into Fight Club. Revelhome Inn – run by a Lawful Neutral medusa who turns problem guests into garden statues. The Bone Plinth – a giant spine you climb to reach the gate to Elysium, because nothing says "upper plane" like skeletal horror décor. Planar Mechanics Overwhelming Joy (Optional Rule): Fail repeated Wisdom saves and you refuse to leave Elysium. If forcibly removed, you'll do everything possible to return. Fear effects are weakened. Violence is rare—unless you're in Ecstasy, where it's scheduled. Key Takeaways Elysium is D&D's most tempting afterlife—and the one most likely to derail your campaign. It offers true happiness, not moral judgment or endless labor. The layered structure lets every character imagine their perfect heaven. Belierin quietly turns heaven into an endgame boss rush. Ecstasy proves that enforced happiness is way scarier than honest suffering. Overwhelming Joy is a brilliant narrative mechanic for testing player priorities. If your party reaches Elysium and leaves voluntarily, they are either heroes… or liars. Welcome to the RPGBOT Podcast. If you love Dungeons & Dragons, Pathfinder, and tabletop RPGs, this is the podcast for you. Support the show for free: Rate and review us on Apple Podcasts, Spotify, or any podcast app. It helps new listeners find the best RPG podcast for D&D and Pathfinder players. Level up your experience: Join us on Patreon to unlock ad-free access to RPGBOT.net and the RPGBOT Podcast, chat with us and the community on the RPGBOT Discord, and jump into live-streamed RPG podcast recordings. Support while you shop: Use our Amazon affiliate link at https://amzn.to/3NwElxQ and help us keep building tools and guides for the RPG community. Meet the Hosts Tyler Kamstra – Master of mechanics, seeing the Pathfinder action economy like Neo in the Matrix. Randall James – Lore buff and technologist, always ready to debate which Lord of the Rings edition reigns supreme. Ash Ely – Resident cynic, chaos agent, and AI's worst nightmare, bringing pure table-flipping RPG podcast energy. Join the RPGBOT team where fantasy roleplaying meets real strategy, sarcasm, and community chaos. How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati
Somewhere in the multiverse, a cleric just whispered "I prepared Bless," and three dice immediately rolled higher out of pure fear. Because clerics aren't "the healbot," they're the divine Swiss Army knife: buffer, debuffer, front-liner, artillery, investigator, walking lie detector, and occasionally the person who politely asks a demon to leave and the demon actually does. Today we're building clerics from levels 1–10: how to pick your domain, what to prepare, how to stop wasting actions, and how to make your table say, "Wait… clerics can do that?" Show notes Cleric identity at levels 1–10: You're a full caster with armor, a strong action economy toolkit, and some of the best "party-wide value per spell slot" in the game. Choosing a Domain (Subclass) with intent What each domain wants to do in combat (frontline, blaster, controller, support, utility). How domain spells shape your "default prep list." The hidden question: "Do I want to solve problems with my action, my bonus action, or my reaction?" Ability scores and build priorities Wisdom as your engine (save DCs, prepared spells, key features). Constitution for concentration survivability. Strength vs Dexterity depending on armor and weapon plans. Armor, weapons, and "being accidentally hard to kill" Light/medium/heavy armor considerations. Shield math and when it's worth it. Weapon use: when it's a trap, when it's correct, and how cantrips change the calculus. Cantrips that actually matter Core combat cantrips (and why "I guess I'll swing my mace" is usually a cry for help). Utility cantrips that quietly win sessions. Spell preparation that doesn't make you cry Your "always-good" staples (buffs, heals, control, utility). How to prep for unknown adventuring days without over-prepping niche tools. Concentration discipline: the real cleric skill. Channel Divinity: use it early, use it often Turning Undead and its situational dominance. Domain Channel Divinity options as mid-tier power spikes. How Channel Divinity changes your "resource rhythm" between short rests. Level-by-level power spikes (1–10) L1: Domain + armor + Bless = "party performance enhancement plan" L2: Channel Divinity arrives (and suddenly your subclass has teeth) L3: 2nd-level spells broaden your problem-solving L5: 3rd-level spells are the "cleric becomes a headline" moment L6–8: subclass features + improved survivability + cantrip/weapon upgrades L9–10: 5th-level spells and consistent encounter impact Table role: how to be a cleric without becoming the babysitter Healing as a tool, not a lifestyle. Preventing damage and ending fights faster as the "real healing." Coordinating with your party so your buffs land where they matter. Key Takeaways Start with your cleric job description Pick one primary role and one secondary role: Support/Buffer (primary) + Controller (secondary) Frontline (primary) + Support (secondary) Blaster (primary) + Utility/Support (secondary) Most clerics get in trouble when they try to be all of these every round. Concentration is your true hit point total A cleric who keeps concentration up is a force multiplier. A cleric who drops it every other round is a very polite person wearing armor. Practical habits: Don't stack concentration spells in your head like a wishlist—pick one plan per fight. Invest in Con saves/survivability decisions early. Position like you're important (because you are). Your "default fight plan" should fit on an index card Example templates: Support opener: Concentration buff → sustain/position → emergency heal only when it flips the encounter. Control opener: Concentration control → maintain distance/cover → punish clustering. Frontline opener: Concentration buff/control → stand where enemies hate it → force bad choices. Healing is strongest when it changes the math right now In-combat healing shines when it: Prevents an ally from going down before they lose their next turn, Buys a crucial round of actions, Keeps a key damage dealer online, Or pairs with control/positioning to stop the "down-up-down" cycle. Otherwise, healing between fights (and prevention during fights) is often more efficient. Domain spells and Channel Divinity are your build's "signature moves" If you're not using your domain's unique tools regularly, you may have picked a domain whose play pattern you don't actually enjoy. Levels 1–10 clerics win by being the most consistent person at the table You don't need perfect optimization to be great—clerics reward: Reliable concentration, Smart positioning, Prepared spells that solve common problems, And knowing when to spend resources to swing an encounter. Welcome to the RPGBOT Podcast. If you love Dungeons & Dragons, Pathfinder, and tabletop RPGs, this is the podcast for you. Support the show for free: Rate and review us on Apple Podcasts, Spotify, or any podcast app. It helps new listeners find the best RPG podcast for D&D and Pathfinder players. Level up your experience: Join us on Patreon to unlock ad-free access to RPGBOT.net and the RPGBOT Podcast, chat with us and the community on the RPGBOT Discord, and jump into live-streamed RPG podcast recordings. Support while you shop: Use our Amazon affiliate link at https://amzn.to/3NwElxQ and help us keep building tools and guides for the RPG community. Meet the Hosts Tyler Kamstra – Master of mechanics, seeing the Pathfinder action economy like Neo in the Matrix. Randall James – Lore buff and technologist, always ready to debate which Lord of the Rings edition reigns supreme. Ash Ely – Resident cynic, chaos agent, and AI's worst nightmare, bringing pure table-flipping RPG podcast energy. Join the RPGBOT team where fantasy roleplaying meets real strategy, sarcasm, and community chaos. How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati
Welcome to the RPGBOT.Podcast, where tonight we bravely attempt to eat the entire Dungeons & Dragons campaign setting menu in one sitting. No tie-ins, no supplements, no "this was technically in Dragon Magazine once" nonsense: just the official D&D settings, served tasting-menu style. From post-apocalyptic deserts where magic killed the planet, to punk fantasy with robot soldiers, to the setting so generic it's basically carbonated water, we're ranking, roasting, and reminiscing about the worlds that shaped tabletop roleplaying games. Grab your character sheet, loosen your belt, and prepare for Forgotten Realms Coke vs Greyhawk Pepsi discourse. Show Notes In this episode of the RPGBOT.Podcast, we review the official Dungeons & Dragons campaign settings created by Wizards of the Coast (excluding licensed tie-ins and sub-settings) to help players and Dungeon Masters understand what makes each world distinct. Rather than deep dives, this episode delivers a high-level overview of each D&D setting's tone, themes, and playstyle, helping listeners decide which campaign setting best fits their table. Campaign Settings Covered Birthright – A kingdom-management focused D&D setting where divine bloodlines grant rulers supernatural authority. Ideal for players who want politics, rulership, and domain-level play alongside traditional adventuring. Dark Sun – A grimdark, post-apocalyptic fantasy setting defined by ecological collapse, psionics, scarce resources, and moral ambiguity. One of D&D's darkest campaign settings. Dragonlance – Epic fantasy rooted in legendary novels, fallen gods, returning dragons, and mythic heroism. A classic D&D setting built around narrative arcs and world-shaking events. Eberron – A pulp fantasy and dungeon-punk setting where magic functions as technology. Airships, warforged, political intrigue, and post-war fallout define this highly popular D&D world. Forgotten Realms – The default D&D campaign setting for 5e. High-magic, high-fantasy, dense lore, iconic characters, and flexible adventure design make it the most widely recognized setting. Greyhawk – The original published D&D setting, emphasizing sword-and-sorcery, moral ambiguity, and classic fantasy roots tied to iconic spells and characters. Mystara – A simplified fantasy setting originally designed for Basic D&D, featuring lighter tone, fewer races, and a more approachable style for new or younger players. Nentir Vale – A minimalist fourth-edition setting designed as a flexible framework rather than a fully realized world—perfect for Dungeon Masters who prefer homebrew. Planescape – A multiversal setting centered on Sigil, the City of Doors. Philosophical factions, planar travel, cosmic weirdness, and reality-bending concepts define this fan-favorite. Ravenloft – Gothic horror fantasy featuring cursed domains, tragic villains, and psychological dread. A setting focused on atmosphere, consequences, and survival. Spelljammer – Space fantasy for D&D, blending swashbuckling adventure with crystal spheres, astral travel, and magical ships sailing between worlds. Key Takeaways Not all D&D campaign settings are designed for the same playstyle—some emphasize politics, others horror, survival, or pulp action. Forgotten Realms works as the most flexible and accessible default setting, especially for new players. Eberron stands out for its coherent worldbuilding and logical use of magic as technology. Dark Sun and Ravenloft require player buy-in due to their heavy themes and darker tone. Planescape offers unmatched freedom and philosophical depth but demands strong DM preparation. Nentir Vale exists primarily as a DM toolkit rather than a narrative world. Older settings like Greyhawk, Dragonlance, and Mystara remain relevant for groups seeking classic fantasy vibes or nostalgia-driven campaigns. Dungeon Masters should choose a setting that reinforces—not fights—the story they want to tell. Welcome to the RPGBOT Podcast. If you love Dungeons & Dragons, Pathfinder, and tabletop RPGs, this is the podcast for you. Support the show for free: Rate and review us on Apple Podcasts, Spotify, or any podcast app. It helps new listeners find the best RPG podcast for D&D and Pathfinder players. Level up your experience: Join us on Patreon to unlock ad-free access to RPGBOT.net and the RPGBOT Podcast, chat with us and the community on the RPGBOT Discord, and jump into live-streamed RPG podcast recordings. Support while you shop: Use our Amazon affiliate link at https://amzn.to/3NwElxQ and help us keep building tools and guides for the RPG community. Meet the Hosts Tyler Kamstra – Master of mechanics, seeing the Pathfinder action economy like Neo in the Matrix. Randall James – Lore buff and technologist, always ready to debate which Lord of the Rings edition reigns supreme. Ash Ely – Resident cynic, chaos agent, and AI's worst nightmare, bringing pure table-flipping RPG podcast energy. Join the RPGBOT team where fantasy roleplaying meets real strategy, sarcasm, and community chaos. How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati
Have you ever opened a published TTRPG adventure, read three chapters in, and thought: "There is absolutely no way my players will do any of this"? Welcome to Adapting Published TTRPG Settings, where the RPGBOT crew explains why modules are suggestions, railroads are imaginary, and your Big Bad will absolutely die three sessions early because someone invented an arcane nuclear device. Whether you're running Dungeons & Dragons, Pathfinder 2e, or your favorite tabletop roleplaying game, this episode is all about how to customize published adventures, steal player backstories, break plots responsibly, and still pretend you planned it all from the beginning. Show Notes In this episode of the RPGBOT.Podcast, the hosts dive deep into adapting published TTRPG settings to better suit your table, your players, and the chaos they inevitably create. Drawing from years of experience running official D&D adventures, Pathfinder 2e campaigns, and homebrew nightmares, the team explains why no module survives first contact with players—and why that's a good thing. Topics include how to customize published adventures without breaking the story, when it's okay to railroad (yes, really), and how to balance sandbox freedom with guided play. The hosts discuss common pitfalls like breaking narrative continuity, accidentally ruining game mechanics, and losing focus when a side quest becomes the main plot. You'll also learn why player backstories, class features, and character goals are the best raw material for reshaping any tabletop RPG setting. Practical advice covers adding new villains, replacing weak encounters, cutting boring dungeons, and remixing iconic elements from other TTRPG adventures and settings. From fixing overly linear modules to turning side quests into emotional gut punches, this episode is a masterclass in adventure customization for Game Masters who want their campaigns to feel personal, memorable, and fun. Key Takeaways for Game Masters Published TTRPG adventures are guidelines, not gospel, and should be adapted to fit your players' interests and play style. There is a healthy middle ground between sandbox chaos and rigid railroading, often called a guided experience. Player backstories, goals, and class mechanics are the best tools for customizing published modules. It's easier to add content than remove it, but cutting boring or irrelevant sections is sometimes necessary. Breaking the story, mechanics, or balance can be fun—if you know what you're doing and why. Players don't remember plot holes; they remember closed narrative loops that make past actions feel meaningful. If a side quest becomes more fun than the main plot, promote it—your players will thank you. Every published TTRPG setting can support wildly different campaigns depending on how the GM adapts it. Welcome to the RPGBOT Podcast. If you love Dungeons & Dragons, Pathfinder, and tabletop RPGs, this is the podcast for you. Support the show for free: Rate and review us on Apple Podcasts, Spotify, or any podcast app. It helps new listeners find the best RPG podcast for D&D and Pathfinder players. Level up your experience: Join us on Patreon to unlock ad-free access to RPGBOT.net and the RPGBOT Podcast, chat with us and the community on the RPGBOT Discord, and jump into live-streamed RPG podcast recordings. Support while you shop: Use our Amazon affiliate link at https://amzn.to/3NwElxQ and help us keep building tools and guides for the RPG community. Meet the Hosts Tyler Kamstra – Master of mechanics, seeing the Pathfinder action economy like Neo in the Matrix. Randall James – Lore buff and technologist, always ready to debate which Lord of the Rings edition reigns supreme. Ash Ely – Resident cynic, chaos agent, and AI's worst nightmare, bringing pure table-flipping RPG podcast energy. Join the RPGBOT team where fantasy roleplaying meets real strategy, sarcasm, and community chaos. How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati
Death in tabletop RPGs is a lot like a group project: everyone insists they're prepared for it, nobody actually reads the rules, and somehow it's always the wizard's fault. In this episode, the RPGBOT crew stares straight into the great beyond—death saves, dying conditions, resurrection magic, and those awkward moments when the cleric checks their spell slots and quietly says, "So… about that body." Whether your character goes out in a blaze of glory or bleeds out behind a crate because no one had an action left, we're breaking down how death really works at the table—and how to make it memorable instead of miserable. Show Notes Character death is one of the most emotionally charged—and mechanically misunderstood—parts of tabletop roleplaying games. In this episode of the RPGBOT.Podcast, the hosts dig into how death mechanics work across popular systems, why they often feel harsher (or softer) than intended, and how players and GMs can turn character death into a powerful storytelling moment instead of a buzzkill. The discussion covers death saves, dying conditions, instant death effects, and the role of healing magic in prolonging—or preventing—the inevitable. The crew examines how different RPG systems handle mortality, from forgiving safety nets to brutal attrition-based designs, and what those choices say about the kind of stories those games want to tell. Beyond raw mechanics, the episode explores meaningful death: heroic sacrifices, last stands, narrative consequences, and when resurrection magic enhances the story versus when it cheapens the moment. The hosts also share table-tested advice for GMs on foreshadowing danger, setting expectations, and making sure character death feels fair—even when it's devastating. If you've ever wondered whether death should be rare, frequent, reversible, or permanent—or why every party suddenly becomes a tactical mastermind the moment someone drops to zero HP—this episode is for you. Key Takeaways Death mechanics shape tone. How a system handles dying directly affects whether the game feels heroic, gritty, or forgiving. Death saves are drama engines. They create tension, spotlight teamwork, and often reveal who really read their character sheet. Instant death is rare—but memorable. When it happens, it should feel earned, telegraphed, or narratively significant. Resurrection is a storytelling tool. Bringing a character back should have consequences, costs, or complications to preserve emotional weight. Heroic sacrifice beats random loss. Deaths tied to player choice are almost always more satisfying than unlucky math. GM communication matters. Clear expectations about lethality prevent resentment and help players invest emotionally. Death doesn't end the story. It can launch new arcs, reshape the party, or permanently change the world. Welcome to the RPGBOT Podcast. If you love Dungeons & Dragons, Pathfinder, and tabletop RPGs, this is the podcast for you. Support the show for free: Rate and review us on Apple Podcasts, Spotify, or any podcast app. It helps new listeners find the best RPG podcast for D&D and Pathfinder players. Level up your experience: Join us on Patreon to unlock ad-free access to RPGBOT.net and the RPGBOT Podcast, chat with us and the community on the RPGBOT Discord, and jump into live-streamed RPG podcast recordings. Support while you shop: Use our Amazon affiliate link at https://amzn.to/3NwElxQ and help us keep building tools and guides for the RPG community. Meet the Hosts Tyler Kamstra – Master of mechanics, seeing the Pathfinder action economy like Neo in the Matrix. Randall James – Lore buff and technologist, always ready to debate which Lord of the Rings edition reigns supreme. Ash Ely – Resident cynic, chaos agent, and AI's worst nightmare, bringing pure table-flipping RPG podcast energy. Join the RPGBOT team where fantasy roleplaying meets real strategy, sarcasm, and community chaos. How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati
Dragons are eternal. Gaming mice are not. In today's episode of the RPGBOT.Podcast, we survive cursed peripherals, catastrophic Kingdom turns, and at least one near-fatal werewolf encounter before finally turning our attention to the real reason we woke up before dawn: Paizo's Lost Omens: Draconic Codex. It's a book that asks the important questions—like "What if dragons were powered by magical traditions?", "What if dragons were made of swords?", and "What if a dragon respawned because you can't kill the joke?" Pour yourself a gallon of coffee and join us as we dig into archdragons, dragon gods, delight dragons, wish dragons, and more dragons than should legally fit in one hardcover. Show Notes In this episode, the RPGBOT crew reviews Lost Omens: Draconic Codex, Paizo's definitive Pathfinder Second Edition sourcebook for dragons. The discussion covers both lore and mechanics introduced in the Remaster era, highlighting how Pathfinder 2e has fully reinvented dragons to align with its four magical traditions: Arcane, Divine, Occult, and Primal . Covered Topics Include: Remastered Dragon Lore Pathfinder's clean break from chromatic/metallic dragons Dragons aligned to magical traditions instead of color Why these dragons feel "native" to PF2e mechanics Dragon Creation Myth & Dragon Gods Apsu, Dahak, Sarshalatu, and the draconic origin story Dragon gods, pantheons, edicts, and anathema Cleric and champion support for dragon-aligned worship Archdragons & Dragon Physiology New age category: Archdragon Young → Adult → Ancient → Arch progression Why archdragons emerge during times of conflict Expanded archdragon stat blocks for existing dragons Bestiary Highlights (So Many Dragons) - Over 40 dragon types, including: Delight Dragons (joy, bubbles, toys, and respawning punchlines) Mocking Dragons (laughing at your failures—mechanically) Wish Dragons (granting wishes with no ritual cost… interpreted by the dragon) Vorpal Dragons (made of swords, can decapitate you and leave you alive) Sage Dragons (dragon nerds who weaponize your secrets) Wyrm Wraiths (void-fueled undead dragon horrors) Player & GM Options Dragon-themed archetypes and ancestry options Dragonets as playable, pseudo-dragon-like companions Expanded kobold options New spells, magic items, and dragon contracts (mechanical pacts that actually matter) GM Tools & Campaign Hooks Dragons as quest-givers, gods, villains, and punchlines High-level storytelling with wish-granting dragons Using dragons as expressions of magical philosophy Key Takeaways Lost Omens: Draconic Codex fully redefines dragons for Pathfinder 2e, making them mechanically and narratively distinct from D&D while remaining iconic . The four magical traditions give dragons clearer identities, spell access, and story roles. Archdragons provide true level-21+ threats with campaign-defining presence. Dragons in this book are not just monsters—they're gods, philosophers, tricksters, wish-granters, and walking rules arguments. Player options (dragonets, archetypes, contracts) meaningfully support dragon-centric campaigns. This book is a must-own for Pathfinder 2e GMs, especially for high-level or lore-heavy games. Welcome to the RPGBOT Podcast. If you love Dungeons & Dragons, Pathfinder, and tabletop RPGs, this is the podcast for you. Support the show for free: Rate and review us on Apple Podcasts, Spotify, or any podcast app. It helps new listeners find the best RPG podcast for D&D and Pathfinder players. Level up your experience: Join us on Patreon to unlock ad-free access to RPGBOT.net and the RPGBOT Podcast, chat with us and the community on the RPGBOT Discord, and jump into live-streamed RPG podcast recordings. Support while you shop: Use our Amazon affiliate link at https://amzn.to/3NwElxQ and help us keep building tools and guides for the RPG community. Meet the Hosts Tyler Kamstra – Master of mechanics, seeing the Pathfinder action economy like Neo in the Matrix. Randall James – Lore buff and technologist, always ready to debate which Lord of the Rings edition reigns supreme. Ash Ely – Resident cynic, chaos agent, and AI's worst nightmare, bringing pure table-flipping RPG podcast energy. Join the RPGBOT team where fantasy roleplaying meets real strategy, sarcasm, and community chaos. How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati
Welcome back to RPGBOT.Podcast, where Ash is a Top GM™, Tyler is still emotionally processing Bastions, and Randall has discovered that Eberron finally lets you live your best divorced-dad-with-a-houseboat fantasy. In Part 2 of our review of Eberron: Forge of the Artificer, we leave the artificer workshop behind and dive headfirst into dragonmarked intrigue, mobile bastions, noir detectives, political backstabbing, and the deeply dangerous question: "What if my base could walk?" This episode contains airships, crime fiction, economic monopolies, and at least one moment where we realize the answer to most Eberron problems is "build a bigger construct." Show Notes In RPGBOT.Podcast – Eberron: Forge of the Artificer (Part 2), the hosts continue their in-depth review of the book by shifting focus away from the artificer class and into the broader Eberron ecosystem. This episode examines the character options beyond artificers, including dragonmarked feats, reworked species, and the lore implications of opening dragonmarks to wider character concepts. From there, the discussion moves into Bastions, including mobile bases like airships, lightning rail trains, and ships—raising important questions about gameplay practicality, narrative freedom, and whether your party should legally be allowed to own a war machine. The back half of the episode explores Eberron's storytelling frameworks, including noir-inspired Sharn inquisitives, dragonmarked house intrigue, and campaign structures built around politics, monopolies, and inevitable wars. Key Takeaways Dragonmarks are the backbone of this book. If you like dragonmarked houses, intrigue, and economic power struggles, this chapter delivers in spades. New species updates are a big win. Warforged as constructs, kalashtar as aberrations, and revamped korovar (half-elves) meaningfully impact gameplay and spell interactions. Dragonmark feats heavily favor spellcasters. Martials should be cautious—many benefits scale best with spellcasting. Mobile Bastions are conceptually excellent and mechanically… messy. Airships, trains, and ships are cool, but DMs will need to smooth the edges. Eberron leans hard into genre play. Noir detective stories, Renaissance-style intrigue, and political drama are clearly supported. High-level play quietly breaks old Eberron assumptions. The book embraces higher-level NPCs and epic conflicts, even if it bends earlier canon. Everything eventually leads to war. Political intrigue, dragonmarked monopolies, and bastions all point toward large-scale conflict—and that's very on-brand for Eberron. Welcome to the RPGBOT Podcast. If you love Dungeons & Dragons, Pathfinder, and tabletop RPGs, this is the podcast for you. Support the show for free: Rate and review us on Apple Podcasts, Spotify, or any podcast app. It helps new listeners find the best RPG podcast for D&D and Pathfinder players. Level up your experience: Join us on Patreon to unlock ad-free access to RPGBOT.net and the RPGBOT Podcast, chat with us and the community on the RPGBOT Discord, and jump into live-streamed RPG podcast recordings. Support while you shop: Use our Amazon affiliate link at https://amzn.to/3NwElxQ and help us keep building tools and guides for the RPG community. Meet the Hosts Tyler Kamstra – Master of mechanics, seeing the Pathfinder action economy like Neo in the Matrix. Randall James – Lore buff and technologist, always ready to debate which Lord of the Rings edition reigns supreme. Ash Ely – Resident cynic, chaos agent, and AI's worst nightmare, bringing pure table-flipping RPG podcast energy. Join the RPGBOT team where fantasy roleplaying meets real strategy, sarcasm, and community chaos. How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati
Show Notes Elementals are the walking embodiment of the four classic forces—fire, air, water, and earth—and they're one of the easiest monster families to drop into any campaign while still feeling mythic, dangerous, and thematically sharp. In this remastered episode, the RPGBOT crew digs into how to make elementals more than "a pile of hit points with a damage type"—including encounter roles, terrain design, and how to telegraph threats so your table feels challenged instead of cheap-shotted. Welcome to the RPGBOT Podcast. If you love Dungeons & Dragons, Pathfinder, and tabletop RPGs, this is the podcast for you. Support the show for free: Rate and review us on Apple Podcasts, Spotify, or any podcast app. It helps new listeners find the best RPG podcast for D&D and Pathfinder players. Level up your experience: Join us on Patreon to unlock ad-free access to RPGBOT.net and the RPGBOT Podcast, chat with us and the community on the RPGBOT Discord, and jump into live-streamed RPG podcast recordings. Support while you shop: Use our Amazon affiliate link at https://amzn.to/3NwElxQ and help us keep building tools and guides for the RPG community. Meet the Hosts Tyler Kamstra – Master of mechanics, seeing the Pathfinder action economy like Neo in the Matrix. Randall James – Lore buff and technologist, always ready to debate which Lord of the Rings edition reigns supreme. Ash Ely – Resident cynic, chaos agent, and AI's worst nightmare, bringing pure table-flipping RPG podcast energy. Join the RPGBOT team where fantasy roleplaying meets real strategy, sarcasm, and community chaos. How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati
























i felt the audio was just a little low on this podcast, the intro was loud so i assume the voice audio could be raised a little closer to the intro loudness