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Welcome to Night City, where housing is a shipping container, breakfast is kibble, and your most reliable neighbor is a rat named Greg. This week, Marky Day and Dave Costanzo accept a perfectly normal freelance job involving stalking, blackmail, corporate espionage, breaking and entering, and possibly assault. Fortunately, Marky has love in his heart, a mandolin in his bag, and the negotiating instincts to voluntarily reduce their payment by half. Dave, meanwhile, is an elite Netrunner capable of defeating corporate security, provided nobody asks him to walk quietly across a lobby without falling directly onto his face.
Show NotesMarky Day and Dave Costanzo officially enter Night City for their first Cyberpunk RED adventure, but not before Tyler reveals that peer pressure convinced him to contact Brennan Lee Mulligan and possibly recover DiceGoblin.com. Having exhausted all responsible business decisions, the group finally turns to crime.
Marky wakes in his increasingly hot storage container, works out, eats some kibble, and contemplates writing a song about how love could solve society's problems. He is a rockerboy, vigilante, and aggressively compassionate street philosopher who will never judge someone too harshly, though he may beat them up for their own personal growth.
Next door, Dave Costanzo lives among cables, computer equipment, and spilled kibble. His breakfast is quickly claimed by Greg, the local rat and apparently the most dependable member of the team.
Their morning changes when Marky receives a call from J-ZK, a colorful fashion designer and 3D weapons artist who helped support his music career. A rival artist calling himself Gangster 3D has been stalking her, threatening her, attempting to hack her agent, and using stolen private material to blackmail her. She believes he may also sabotage an important presentation to Sanroo.
J-ZK asks Marky and Dave to break into the Discom corporate building, find Gangster 3D's operation, and steal the incriminating information from his computer. She initially offers them 5,000 eddies, but Marky decides that is far too generous and successfully negotiates their pay down to 2,500 each. Somewhere in Night City, a fixer feels a sudden disturbance in the economy.
To get inside, Marky uses Charismatic Impact to locate one of his corporate fans at the Afterlife. John John may not work for Discom, but he works for Biotechnica and is willing to escort them to the building and vouch for them at security. Marky supports their cover story with a crumpled folder of sheet music masquerading as confidential briefing documents.
Once inside, the pair begins searching for a network access point. Marky moves through the lobby like a seasoned professional. Dave rolls a critical failure on stealth, falls directly onto the floor, and explains to the nearby security guard that his shoe came untied. This works because security in Night City has apparently seen much worse before lunch.
While Dave connects to the building's network, Marky provides cover by pretending to conduct an important corporate conversation. Dave bypasses a password, takes control of an employee-only door, and searches the network for information about Gangster 3D.
He discovers the appointment calendar of Mr. Fromider, an executive on the twentieth floor. Fromider has met with Gangster 3D five times in the past two weeks and has also been meeting with several minor local artists. The pattern suggests that Gangster 3D may be involved in poaching artists like J-ZK for some larger corporate scheme.
Marky and Dave slip into the private elevator, but Marky's incredible perception reveals a hidden sleep-gas system designed to incapacitate unauthorized passengers. Dave disables the device by cutting the correct wire, proving that he is significantly better at defeating electronic security than standing upright in public.
The elevator still requires authorization, forcing Dave to jack into the network again. This time he must pass a Wisp Black ICE program to reach the elevator controls. He activates his Armor program, races past the hostile software, and successfully takes control of the elevator.
The Wisp catches him before he can escape and attempts to damage his brain while reducing his available Net Actions. Dave's Armor absorbs the damage, allowing him to slide away from the pursuing program and safely jack out.
The episode ends as the elevator begins climbing toward the twentieth floor. Marky and Dave are officially inside, Mr. Fromider is waiting somewhere above them, and the part of the mission where everything becomes violent has probably just begun.
Key TakeawaysWelcome 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 HostsTyler 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 KamstraThe ranger's journey from level 5 to 20 is a majestic tale of growth, survival, and discovering that Hunter's Mark may not actually deserve permanent custody of your concentration. Randall's Gloom Stalker becomes an invisible crossbow machine, Ash's Drakewarden takes to the skies aboard a fire-breathing murder lizard, and Tyler spends sixteen levels converting every available feat, spell slot, and medical supply into increasingly desperate attempts to keep one flying snake alive. By level 20, two of these characters are legendary hunters. The third is still shouting, "Don't worry, buddy, I have Cure Wounds!" while filling out another pet insurance claim.
Show NotesIn this episode, we continue building our 2014 DnD 5e rangers, taking Randall's Gloom Stalker, Ash's Drakewarden, and Tyler's original Player's Handbook Beast Master from level 5 all the way to level 20. Extra Attack immediately improves everyone's combat potential, although Tyler is mostly excited because he can finally attack without ordering his flying snake to do it for him. From there, we examine the spells, feats, subclass features, and questionable design decisions that define the ranger's later levels.
We also commit ranger heresy by asking whether Hunter's Mark is actually worth using. Magic Weapon offers better accuracy, reliable damage, an hour-long duration, and none of the constant bonus-action reassignment that interferes with Crossbow Expert, companion commands, and other important ranger abilities. As the builds gain more attacks and begin using Sharpshooter, improving the chance to hit becomes increasingly valuable, leaving Hunter's Mark standing in the wilderness wondering why nobody invited it to combat.
The three subclasses develop very differently. Randall's Gloom Stalker continues doing Gloom Stalker things, including attacking repeatedly, disappearing into darkness, gaining Greater Invisibility, and generally becoming Batman with a crossbow. Ash's Drakewarden gains elemental damage, a flying companion, and a breath weapon that can turn a battlefield into an aerial geometry problem. Meanwhile, Tyler's Beast Master slowly crawls toward competence, eventually allowing his snake to attack twice and share spells, assuming it survives long enough to enjoy either feature.
At the highest levels, the ranger's progression becomes much less exciting. Fifth-level spells offer a few useful options, Feral Senses arrives with awkward limitations, and the class gives players several excellent reasons to multiclass after level 15. The journey concludes with Foe Slayer, a capstone so underwhelming that the group proposes replacing it with a legendary death arrow capable of instantly killing enemies, because a level-20 ranger should receive something more exciting than occasionally adding Wisdom to one attack.
Finally, the Question of the Week examines why players reacted differently to the DnD 2024 rules and the Pathfinder 2e Remaster. The discussion explores community expectations, the circumstances behind each revision, compatibility concerns, and the uncomfortable space occupied by an update that changes too much to feel like ordinary 5e but not enough to feel like a genuinely new edition.
Key TakeawaysWelcome 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 HostsTyler 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 KamstraCharacter creation in Cyberpunk RED is simple. First, choose whether you want to be a violent criminal, a corporate criminal, or a musician who can accidentally start a cult. Then roll enough childhood trauma to explain why you live in a shipping container. This week, Randall creates Cyberpunk Mr. Rogers, a relentlessly loving rockerboy whose most treasured possession is a weapon, while Tyler creates a fashionable netrunner who values money, wants power, steals programs from people he brain-burns, and has somehow made a mortal enemy entirely through bad vibes. Meanwhile, Riverside attempts to achieve sentience by transforming Ash into a robot every time he says something useful.
Show NotesIn the second installment of our Cyberpunk RED Quickstart, Ash guides Randall and Tyler through character creation while Riverside fights desperately to prevent the information from reaching anyone.
We begin with Cyberpunk RED's three character-creation methods. Streetrat gets a character onto the streets quickly with mostly predetermined options. Complete Package gives experienced players much more control over their statistics, skills, equipment, fashion, and cyberware. Between them is Edgerunner, which provides meaningful choices while keeping new players away from the most dangerous form of cyberpsychosis: analysis paralysis.
Ash introduces the game's roles, including Solos, Netrunners, Techs, Medtechs, Medias, Execs, Lawmen, Fixers, Nomads, and Rockerboys. Randall briefly considers playing an Exec before discovering that a Rockerboy can become a cult leader through Charismatic Impact. At that point, the decision is effectively over. Tyler chooses a Netrunner, giving the team one character who gathers followers and another who steals people's files.
The Lifepath system quickly demonstrates why Cyberpunk characters rarely arrive in Night City emotionally healthy. Randall develops a silly, free-spirited rockerboy who values friendship, believes every person matters, and loves everyone too much to name a single favorite person. He grew up around comfortable corporate technicians before living aboard a traveling ship, where musicians taught him to perform.
Then the ship sank.
His family and mentor died, but Randall's character survived by floating to safety on his mentor's acoustic guitar. After living freely on an island, he was eventually rescued and returned to a society he no longer believes anyone needs. His new mission is to escape life on the street and bring everyone else with him. He is essentially Cyberpunk Mr. Rogers, assuming Mr. Rogers had piercings, cyberware, and a guitar that kills fascists.
Tyler's Netrunner develops in the opposite direction. He is sneaky, deceptive, fashionable, motivated by money, and interested in gaining power and control. He grew up in a nomad pack among ruined settlements before his family lost everything through betrayal. He works alone from a workspace full of gamer debris, accepts jobs from media figures and political or law-enforcement contacts, and has local gangers protecting his territory.
He also steals programs from Netrunners after brain-burning them, which raises several questions about why anyone continues giving Tyler characters unrestricted access to technology.
Both characters somehow roll three friends, multiple enemies, and enough tragic relationships to support several seasons of prestige television. One shared rival may merely insult Randall's rockerboy but wants to murder Tyler's Netrunner on sight, apparently because Tyler's personality failed a vibe check so badly that it became a capital offense.
The episode finishes with statistics, derived attributes, skills, weapons, armor, fashion, housing, and cyberware. Randall's Rockerboy receives an audio recorder, chemskin, a cyberaudio suite, and tech hair. Both characters begin life in cargo containers, because even in the dark future, affordable housing remains the most unrealistic part of science fiction.
Finally, Randall names his new rockerboy Marky Day, short for Marquette Lafayette. The stage is set for Marky and Tyler's deeply suspicious Netrunner to enter Night City, find work, make enemies, and enjoy the approximate life expectancy of a mayfly standing beneath an Arasaka boot.
Key TakeawaysTonight, we're talking vampires, history's greatest transformation from suspiciously bloated corpse to immortal bisexual aristocrat with a castle, a cape, and absolutely no respect for personal boundaries. We dig into garlic, holy symbols, counting mustard seeds, bricks shoved into mouths, and the alarming number of vampire prevention methods involving someone's severed head near their butt. Then we compare D&D's growing collection of bitey hit-point bags with Pathfinder's bold decision to let you turn almost anything into a vampire. Grab a wooden stake, protect your neck, and remember: the undead pyramid scheme is not a scam if every wight gets eight zombies beneath them.
Show NotesVampires have been haunting folklore for centuries, but before they became wealthy, seductive goth icons, they were mostly blamed on misunderstood decomposition, disease, and humanity's long tradition of confidently inventing explanations for things it did not understand. We explore the regional beliefs surrounding vampires, including animal transformations, compulsive counting, invitations, running water, graveyard horse tests, and the creative methods people used to keep corpses from returning. Apparently, garlic was not enough. Sometimes you needed decapitation, holy water, a brick, and a very specific head-placement strategy.
From there, we follow the vampire from folklore through The Vampyre and Dracula, then directly into tabletop gaming. Strahd is examined as D&D's legally distinct Dracula, complete with an Eastern European castle, disposable vampire brides, an unpleasant servant, and an unhealthy obsession with one particular woman. We discuss why vampires make such effective villains, whether they should always be irredeemably evil, and how their intelligence, charisma, resources, and ability to escape make them more interesting than another monster waiting patiently to be reduced to zero hit points.
Tyler walks through D&D's increasingly crowded vampire bestiary, including vampire spawn, familiars, mind flayers, Nosferatu, infernalists, wardens, spellcasters, warriors, umbral lords, hopping vampires, and several versions of Strahd. Ash discovers that many updated vampires lost their regeneration and responds with the measured restraint everyone has come to expect. We also uncover the Jiangshi's undead pyramid scheme, where drained victims become wights, wights create zombies, and everyone receives an exciting opportunity to become their own boss.
Pathfinder 2e takes a more flexible approach with vampire adjustments that can be applied to nearly any living creature. Want a vampire dwarf, vampire monster, full vampire character, Dhampir, or suspiciously blood-focused animal companion? Pathfinder has paperwork for that. We compare its vampire families, weaknesses, regeneration, player archetypes, unusual feeding options, and the many ways players can embrace eternal life without being reduced to a single edgy species choice.
Finally, the Question of the Week asks how to deliver a satisfying campaign ending. The hosts discuss final boss battles, player-driven epilogues, heroic sacrifices, closing character arcs, carrying consequences into future campaigns, and giving everyone enough closure to explain what their character does after saving the world. Tyler also recommends a total party kill, because rocks falling remains the most efficient form of narrative finality.
Key TakeawaysWelcome 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 HostsTyler 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 KamstraWelcome to Ranger levels 1 through 4, where you can become a deadly shadow archer, command your own miniature dragon, or sacrifice your entire action so that a flying snake with the structural integrity of wet parchment can participate in combat. In this episode, we explore Favored Enemies nobody tracks, terrain nobody visits, spells competing for the same concentration slot, and the revolutionary discovery that the Ranger becomes significantly better when you replace most of the Ranger. Grab your longbow, release your drake, and prepare to whisper, "Go get 'em, little buddy," moments before your animal companion is killed by incidental damage.
Show NotesThe Ranger has spent years carrying a terrible reputation, but is the entire class actually bad, or did everyone read the original Beast Master, experience psychic damage, and refuse to look at the class again?
In this episode, we begin our journey through the 2014 Ranger from levels 1 through 4. We break down the class's ability scores, armor, weapons, skills, Fighting Styles, spellcasting, and its awkward position somewhere between Fighter, Rogue, and person who remembers to bring enough trail rations.
We examine the original Favored Enemy and Natural Explorer features, which are extremely useful when the campaign takes place in one specific biome against one specific enemy and the DM insists that every mile of travel be handled in real time. Then we look at Tasha's optional features, including Favored Foe and Deft Explorer, which give Rangers abilities they might actually use during an adventure.
At level 3, the builds split dramatically. Randall embraces the darkness with a Gloom Stalker built around stealth, hand crossbows, and making an alarming number of attacks before the enemy understands that combat has started. Ash chooses the Drakewarden, gaining a durable dragon companion that can attack, support allies, and generally behave like a functional subclass feature.
Tyler, meanwhile, voluntarily builds the original Player's Handbook Beast Master. Armed with determination, optimism, and a flying snake that can be eliminated by an aggressively closed door, he attempts to prove that the subclass can work. It technically can, provided your definition of working includes surrendering your action, protecting your pet at all costs, and carrying its body around until the DM allows you to find another one.
By level 4, the difference is impossible to ignore. The Gloom Stalker is attacking repeatedly from the shadows, the Drakewarden is firing arrows while a dragon controls the front line, and the Beast Master is pointing toward the enemy and asking his snake to please do something useful. Two Rangers are ready for the next tier of play. One Ranger needs to lie down.
Key TakeawaysWelcome 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 HostsTyler 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 KamstraWizards of the Coast has revealed its plans for the future of Dungeons & Dragons, and apparently the strategy is simple: fix D&D Beyond, return to Gen Con, outsource adventures to people who know what they are doing, cross over with World of Warcraft, and traumatize a convention hall full of children with a Dark Sun trailer featuring a freshly removed spine. Tyler attended the secret briefing and emerged with five pages of notes, several enormous announcements, and absolutely no idea what D&D Icons are. So prepare yourselves for new books, old settings, digital upgrades, live puppies, and enough upcoming content to make your wallet roll a death save.
Wizards of the Coast has revealed its roadmap for Dungeons & Dragons through 2027, and Tyler is here to unload everything he learned during an embargoed presentation. We begin at Gen Con, which Wizards plans to turn into the recurring home for its annual D&D announcements. There will be a massive convention presence, live events, streams, adoptable puppies, and something called D&D Icons. Everyone involved seems extremely excited about Icons. Unfortunately, nobody appears capable of explaining what they actually are.
D&D Beyond is also getting a substantial overhaul. Wizards plans to introduce tools for finding groups, allow local game stores to advertise events, and form an official partnership with StartPlaying. The mobile app is being redesigned, the character builder and rules engine are being rebuilt, and new DM tools, improved search, and campaign-creation features are somewhere on the horizon. Several details remain vague, partly because the presentation's prerecorded D&D Beyond video stopped working halfway through. Technology!
On the video game side, Wizards appears to be pulling back from its plan to release a major game every year. Several projects have reportedly been canceled, but Warlock and Exodus remain in development. Warlock will feature a protagonist whose patron is Tasha, while Exodus is shaping up as a science-fiction RPG with strong Mass Effect energy and a tabletop tie-in that nobody on the podcast entirely understands.
The tabletop schedule begins with Arcana Unleashed, a large rules expansion containing eight subclasses, ten backgrounds, twenty-nine feats, thirty-three spells, group patrons, magical factions, forty-seven magic items, and nineteen creature stat blocks. It will also introduce evolving magic items that can grow alongside the characters using them. Its companion campaign, Deadfall, is an espionage-focused adventure running from levels 11 through 20. The characters must save Thay by opposing Szass Tam, which means the situation has become so dire that saving Thay somehow qualifies as the good outcome.
The Season of Champions brings a full Dungeons & Dragons crossover with World of Warcraft. The book is being led by longtime D&D designer and Warcraft fan James Wyatt and will include eleven species, six subclasses, iconic locations, recognizable characters, dungeons, monsters designed to provide a raid-like experience, a DM screen, and a map pack with a digital adventure. It will also come in three different editions, allowing Horde and Alliance fans to continue fighting the most important battle of all: which logo belongs on the front of the book.
Then comes Dark Sun. Wizards is presenting Athas as the first mature D&D setting, complete with shrink-wrapped books, content warnings, extreme violence, and a trailer that apparently wastes no time separating people from their spinal columns. Dark Sun will receive separate setting and gameplay expansions, a limited-edition Player's Handbook, a new Scion class, a DM screen, maps, and some form of adventure support. The gameplay material alone is expected to approach five hundred pages, suggesting that Wizards is not returning to Athas quietly.
Greyhawk will also return during the 2027 Season of Sword and Sorcery. Crown of the Witch Queen is a 160-page adventure featuring Tasha's daughter as its central antagonist, supported by a map pack and DM screen. The final 2027 season, the Season of Rebellion, was announced without details, leaving everyone to speculate angrily until Wizards decides to explain itself.
Perhaps the largest long-term change is Wizards' plan for annual setting support produced in partnership with established third-party publishers. Ghostfire Gaming will work on Ravenloft, Visionary Products and Designs will handle Eberron, and Kobold Press will support the Forgotten Realms. Wizards is also developing something with the Hickmans, although details remain scarce. The approach could finally give neglected settings regular adventures and character options, but it also raises questions about outsourcing, quality control, digital-only releases, and whether D&D is about to recreate the overwhelming flood of material from the third-edition era.
Despite those concerns, the group is cautiously optimistic. Wizards seems willing to experiment, work with proven creators, support more settings, focus on tabletop products, and admit that maybe trying to become a video game company was not the best use of everyone's time. It could produce an exciting new era for D&D, or it could become an exhausting avalanche of crossovers and subscription content. Either way, Ash will be waiting for the D&D and Family Guy campaign setting so they can finally say they warned us.
Key TakeawaysWelcome 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 HostsTyler 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 KamstraWelcome to Night City, chooms, where the sky is red, the rent is due, your landlord is probably armed, and health care arrives by helicopter only if your credit score has a body count. In this episode, Ash introduces Randall and Tyler to Cyberpunk Red, a game about surviving late-stage capitalism after it bought a katana, installed cyberlegs, and decided empathy was bad for quarterly growth. The internet is dead, the new internet is haunted, corporations have private armies, your apartment is a cargo container, and if you get shot badly enough, your best hope is that Trauma Team thinks your subscription tier is worth the bullets. So chrome up, talk before you glock, and remember: in Cyberpunk, the future is not here to save you. It is here to invoice you.
Cyberpunk: RED Core Rulebook (affiliate link)
Show NotesThis RPGBOT.Podcast Quickstart kicks off our Cyberpunk Red arc, with Ash taking the GM chair and immediately shoving Randall and Tyler into a glittering corporate hellscape where every system has failed except capitalism, which unfortunately got promoted. This is the concepts and themes episode, so before anyone gets to build a tragic little neon goblin with a gun, Ash walks us through the setting, the history, the tone, and the important survival lesson that being cool does not make you bulletproof.
The episode starts in peak RPGBOT fashion: no one is ready, Producer Dan scares the cast, Evil RPGBOT becomes a conspiracy board, and the crew somehow detours through Taylor Swift, soccer, the metric system, and America's inability to understand that a third of a pound is bigger than a quarter. Eventually, because someone has to be the adult and it sure is not going to be capitalism, Ash drags everyone into Cyberpunk Red.
Cyberpunk Red takes place in 2045, during the Time of Red, after the Fourth Corporate War and the pocket-nuke-sized corporate tantrum that helped turn Night City into a smoldering lesson in why companies should not have militaries. The old Net is gone, rogue AIs lurk behind the Black Wall, and the new Net is a bunch of local data structures that Netrunners have to physically approach because apparently even hacking needed to become a contact sport.
Mechanically, the game runs on D10 checks and D6 damage, which sounds friendly right up until someone explains combat. Fights are fast, violent, and deeply uninterested in your character arc. Armor helps until it gets chewed apart. Critical injuries can cost you limbs, senses, or dignity. Death saves are less a dramatic countdown and more a paperwork-light way of saying congratulations, you lived long enough to regret this.
Ash also digs into Netrunning, Black ICE, cyberware, humanity loss, and cyberpsychosis. Netrunners are basically hackers with a death wish and a brain cable. Black ICE is corporate malware that wants to delete either your programs or your thoughts. Cyberware lets you replace your sad meat parts with upgrades, but too much chrome can eat away at your humanity until you become less person and more violent product recall.
By the end, Cyberpunk Red comes across as stylish, brutal, roleplay-heavy, and aggressively allergic to the idea that anyone is having a good time for free. It is a game about survival, reputation, scarcity, and looking incredible while the world collapses around you. Next up: character creation, where Tyler will almost certainly try to become some kind of cyber-wizard trash gremlin and everyone will pretend to be surprised.
Key TakeawaysWelcome 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 HostsTyler 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
Welcome to Pandemonium, the plane where the wind screams, gravity is a rumor, and every emergency exit has a reasonable chance of dropping you directly into the Abyss. Tyler explains the cosmology, Randall attempts to locate something resembling a usable map, Ash discovers that the wind is made from every scream anyone has ever screamed, and Producer Dan quietly realizes this entire episode will require aggressive noise reduction. Pack darkvision, ear protection, and a backup character. The weather is hostile, the architecture hates you, and even the demons would rather be somewhere else.
Show NotesThis week on the RPGBOT.Podcast, we descend into Pandemonium, the endlessly dark maze of caves where hurricane-force winds carry ancient voices, communication is nearly impossible, and prolonged exposure can leave travelers deaf, insane, or both. The crew explores the plane's four layers, from the enormous caverns of Pandesmos to the narrowing tunnels of Cocytus, the marginally more gravity-compliant Phlegethon, and the sealed chambers of Agathion, where forgotten horrors wait patiently for some adventurer with a shovel and poor judgment.
Along the way, we examine Pandemonium's strange inhabitants, exiled gods, nihilistic settlements, bizarre monsters, and oddly specific afterlives. We also follow the River Styx, investigate portals that treat destinations as optional suggestions, and discover a magical shouting spot that lets you insult someone anywhere in the multiverse, provided invisible shadow demons do not eat you first.
Finally, the episode turns to using spells against player characters. The hosts discuss why illusion magic becomes terrifying in the hands of a villain, how Pass Without Trace can transform ordinary goblins into a tactical nightmare, and why Dungeon Masters should give enemy spellcasters clever strategies without simply making the players miserable.
RPGBOT.Podcast Episodes
The Abyss
Arborea
Archeron
Arcadia
The Beastlands
Bytopia
Carceri
Celestia
Elysium
The Ethereal Plane
The Feywild
Gehenna
Hades
Hell Part 1
Hell Part 2
Limbo
Mechanus
Pandemonium
Plane of Air
Plane of Fire
Shadowfell
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.
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Meet the HostsTyler 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 KamstraTonight, the RPGBOT.Podcast enters the discourse arena, where Paizo is financially bleeding, Archives of Nethys accidentally brought a flamethrower to a contract negotiation, and the internet has already decided who the villain is without reading past the headline. Ash arrives with enough hot takes to melt adamantine, Tyler desperately attempts to preserve nuance, and Randall keeps feeding increasingly tortured metaphors into the Wayback Machine. Grab your popcorn, silence your notifications, and remember: the rules are still free. Everyone can please stop screaming now.
UPDATE: Joint announcement from Paizo+AoN on Juy 24th
LinksImpossible Magic on paizo.com
Amazon: Impossible Magic (affiliate link)
Paizo Announces Layoffs June 8th
Reddit thread with links to support affected people
Ronald the Rules Lawyer on the Paizo layoffs
Paizo has ended its eight-year official licensing partnership with Archives of Nethys, and the Pathfinder community reacted with all the restraint and careful consideration of a barbarian discovering Reddit. We break down what is actually changing, what is not changing, and why Archives of Nethys is not being deleted, destroyed, paywalled, or dragged behind Paizo headquarters. The site can still provide Pathfinder and Starfinder rules for free, but it will lose access to most official artwork and will no longer receive books early enough to guarantee new content on release day.
To understand why Paizo would make such an unpopular decision, we climb into the Wayback Machine and revisit the Diamond Comic Distributors bankruptcy, millions of dollars in inaccessible Paizo inventory, costly legal disputes, tariffs, financial losses, and the recent layoffs affecting roughly 15 percent of Paizo's staff. Paizo says the Archives of Nethys license required legal, financial, and administrative resources that the company can no longer justify, especially when the expected royalty payments never materialized.
We also examine how both sides handled the announcement. Paizo communicated poorly, chose terrible timing, and apparently believed email was the ideal tool for navigating a beloved eight-year partnership during a financial crisis. Archives of Nethys responded emotionally, published its announcement without giving Paizo advance notice, omitted important context about ongoing negotiations and a six-month transition period, and then buried much of the clarification inside a video and forum comments. The result was a community firestorm in which everyone was angry, nobody had the complete story, and Diamond somehow remained the least surprising villain.
Ultimately, this is not Paizo attempting a Wizards-style crackdown on free rules access. It is a struggling company cutting expenses while two groups of exhausted people make imperfect decisions under enormous stress. Support Archives of Nethys through Patreon or by disabling your ad blocker, purchase Pathfinder products directly from Paizo when possible, and perhaps give everyone enough time to get on a video call before declaring the death of the entire hobby.
Key TakeawaysWelcome 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 HostsTyler 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 KamstraWe return to Wizards of the Coast's Villainous Options, now revised after the first round was lovingly pushed down the stairs by public feedback. Some subclasses survived untouched. Some got a makeover. Some were taken behind the shed, especially the Primordial Patron, which had one great idea and the mechanical confidence of a wet napkin. Good news, though: the demon sorcerer finally feels demonic, the Titan Druid is now a proper kaiju tank, and the Hell Knight has upgraded from flaming disappointment to legally playable infernal gambling problem.
Show NotesThis episode revisits Wizards of the Coast's latest Unearthed Arcana update for Villainous Options, which means the crew returns to the scene of the crime to see what survived the feedback cycle, what got rewritten, and what was quietly removed from the suspect board. The earlier Villainous Options episodes gave us some strong concepts with mixed execution: villainous path feats like the Death Knight and Lich, subclasses like the Titan Druid and Hell Knight, and later options like the Path of Lament Barbarian, Pestilence Cleric, Venom Monk, and the now-defenestrated Primordial Patron Warlock. Some of those were apparently well-liked enough to move forward with little public revision. Others came back covered in red ink and shame.
The episode opens by sorting out what is not in the new UA. Path of Lament, Pestilence Cleric, and Venom Monk appear to have landed well enough that they did not need another public pass, though the hosts still have a few lingering concerns about capstones, wording, and whether weaponized sadness is legally distinct from being a barbarian with theater kid energy. The Death Knight and Lich villain paths also seem likely to continue, though Ash remains skeptical that the Lich is as ready as WotC apparently thinks it is. The Primordial Patron, meanwhile, is gone for now, which hurts because the concept rules, but the subclass itself never really delivered on the fantasy of making a pact with an ancient elemental apocalypse.
Then the real revisions begin with Circle of the Titan Druid, which gets a much-needed identity check. The old version wanted to be a giant monster but had all the durability of a parade float in a hailstorm. The new version leans harder into tanking: better AC, more temporary hit points, stronger damage scaling, a shorter but more practical Titan form duration, and a capstone swallow ability that finally feels like being eaten by a kaiju instead of being mildly inconvenienced by one. Behemoth and Insectoid both look more playable, with Insectoid getting a strong healing identity, while Leviathan still mostly answers the question, "What if your subclass feature was swimming?"
Hell Knight also gets a major facelift, mostly by reducing its dependence on rolling exactly the right number before anything interesting happens. The infernal wounds now feel more like a real subclass engine, with rider effects that happen more consistently and Devil's Luck upgrades when the dice cooperate. It is much better than before, but the table still finds it a little too constrained by resources and a little too enamored with gambling mechanics. It is no longer borderline unplayable, which is progress, but it may still need another pass before it becomes the infernal fighter fantasy everyone clearly wants.
The big winner is Demonic Sorcery. The previous version felt like a melee sorcerer with terrible life choices, a bad spell list, and an aura table that made everyone remember why random subclass tables are rarely fun. The revision gives it Abyssal Rupture, a movable sphere of demonic problems that pulls enemies around, creates battlefield control, scales into difficult terrain, and eventually supports summon fiend in a way that finally screams Abyss instead of discount Hexblade with a concussion. The spell list is also dramatically better, replacing nonsense like Hallow and overused Misty Step with options that fit the theme and support the playstyle. It still needs damage scaling on the rupture, but this is the rare UA glow-up where the hosts go from roasting the thing to wanting to play it.
The episode also touches on the new feats and epic boons, which range from charming people by picking their pockets to setting better hunting traps to becoming weirdly hard to fool, possess, or kill with necrotic damage. The hosts speculate about what book this material is actually building toward, with possibilities ranging from a renamed Book of Vile Darkness to an evil campaign supplement, a fiendish planar guide, or something tied to the Abyss and Nine Hells. Whatever it becomes, the consensus is cautiously positive: WotC seems to be listening, the revisions are mostly moving in the right direction, and the demon sorcerer finally has enough flavor to stop apologizing for itself.
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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 HostsTyler 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
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