646 episodios
- Before the rogues can reach legendary proficiency, the episode must first survive the real high-level threats: Producer Dan being sleepy, Tyler's aggressively early bedtime policy, Ash explaining the freedom of having no kids, a Starfinder boss who walks through space walls, and the devastating possibility that a spider might disrupt Tyler's routine. Once everyone finally remembers this is supposed to be a Pathfinder 2e rogue episode, the party returns to levels 11 through 20, where rogues stop being "sneaky knife people" and become invisible, paralyzing, truth-proof, pants-stealing engines of felony.
Show Notes
This episode continues the RPGBOT.Podcast Pathfinder 2e rogue build series, picking up at level 11 and carrying the Mastermind, Scoundrel, and Ruffian builds all the way to level 20. Tyler, Ash, and Randall revisit their characters and explore what happens when rogues move beyond "I stab the off-guard guy" and into "I delete actions, rewrite memories, steal impossible objects, ignore magical detection, and turn violence into a pyramid scheme."
Tyler's Mastermind continues to lean into Recall Knowledge, ranged support, and battlefield control. His rogue knows things about things, then stabs those things, then tells his friends how to stab those things better. Randall's Ruffian keeps building into the direct approach: intimidation, bleed, debilitating strikes, reactive setups, and the wonderful simplicity of punching someone so effectively that an ally also gets to hit them. Ash's Catfolk Scoundrel doubles down on deception, stealth, social nonsense, and the extremely upsetting power to convince someone that he has secretly been part of their life the whole time.
The mid-level progression brings several major rogue upgrades. Critical Debilitation and Bloody Debilitation add nasty new rider effects. Greater Rogue Reflexes turns Reflex saves into a comedy routine where explosions are mostly someone else's problem. Double Debilitation lets rogues stack problems on top of problems. Master Strike gives rogues a terrifying late-game opener that can paralyze, knock unconscious, or kill a target if the dice cooperate.
The episode also highlights how wild high-level skill feats become. Reveal Machinations lets Ash emotionally destroy someone by claiming to be their secret dad. Scare to Death lets Randall intimidate people so hard their hearts may simply quit. Legendary Thief opens the door to absurd theft, including the possibility of stealing weapons, armor, or, naturally, pants. Blank Slate makes Ash so good at lying that divination magic simply refuses to perceive him. True Perception gets called out as a must-have, because permanent true sight is extremely hard to argue with.
By level 20, everyone converges on Enduring Debilitation because sometimes the correct answer is obvious. Extending a debilitation for a full minute is brutal, especially when it means a boss might lose a third of their actions for most of a fight. The hosts also shout out other capstone-style options like Hidden Paragon, Steel Essence, Perfect Distraction, Reactive Distraction, and Craft Anything, showing that high-level rogues can be invisible legends, impossible thieves, decoy-swapping nightmares, or walking item factories.
In classic RPGBOT fashion, the episode is equal parts mechanical breakdown, build advice, and conversational derailment. It is a guide to high-level rogues, but it is also a warning: once a rogue reaches legendary proficiency, the laws of physics, social trust, and basic workplace safety are all optional.
Key Takeaways
This episode covers Pathfinder 2e rogues from levels 11 through 20, continuing the three builds from Part 1: Tyler's Mastermind, Ash's Catfolk Scoundrel, and Randall's Ruffian.
High-level rogues become much more than sneak attackers. They gain stronger saves, better weapon proficiency, powerful debilitations, absurd skill feats, and some truly ridiculous capstone options.
Incredible Scout is a strong party-facing general feat because it can improve initiative for the whole group when using the Scout exploration activity.
Critical Debilitation is a standout level 12 option because slowed is one of the nastiest conditions in Pathfinder 2e, and even a success can still matter.
Bloody Debilitation gives rogues a straightforward damage option by adding significant persistent bleed damage.
Greater Rogue Reflexes makes rogues extremely hard to punish with Reflex-based effects, especially combined with their already strong Reflex progression.
Leave an Opening is excellent for team damage because it lets an ally make a reactive strike when the rogue critically hits an off-guard target.
Double Debilitation lets rogues apply two debilitations at once, but the interaction matters. If one debilitation ends, both end, so sometimes one strong debilitation is better than stacking.
Reveal Machinations is one of the funniest skill feats discussed. Ash frames it as convincing an enemy that you have secretly been their father, mentor, or recurring trauma goblin all along.
Scare to Death is both mechanically useful and hilarious. Even when it does not kill something outright, frightened conditions are still valuable.
Dispelling Slice gives rogues a way to make casters sad by cutting through active magical effects on an off-guard target.
Legendary Thief opens up absurd theft possibilities, including stealing things that should be impossible to steal under normal circumstances.
Blank Slate is peak Scoundrel nonsense. Ash becomes so good at deception that detection, revelation, and scrying magic can simply fail to notice him.
Powerful Sneak makes Sneak Attack more reliable by helping against precision immunity or resistance and improving low sneak attack damage rolls.
Master Strike is a terrifying level 19 feature that lets rogues add a major incapacitating effect when they damage an off-guard target.
True Perception gets called out as an incredible general feat because constant true sight is useful on almost any character who can qualify.
Enduring Debilitation is the big level 20 winner. Making a debilitation last for a full minute can dramatically change a boss fight.
Hidden Paragon, Steel Essence, Craft Anything, Perfect Distraction, and Reactive Distraction show how high-level rogues can specialize into legendary stealth, impossible theft, crafting absurdity, or decoy-based nonsense.
The Mastermind becomes a knowledge-based support striker, the Ruffian becomes a fear-and-bleed melee bully, and the Scoundrel becomes a deception-fueled social and stealth menace.
The real lesson: high-level rogues do not just break into places. They break action economy, memories, magic detection, enemy confidence, and possibly the pants economy.
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 2014 DnD 5e MONKS Levels 1 - 4 (Remastered) - Ascend to Greatness or Stumble in the Shadows
11/07/2026 | 51 minMonks are supposed to be serene masters of body, mind, and spirit, which is adorable because in 2014 DnD 5e they mostly begin life as a lightly dressed Dex-Wis-Con spreadsheet sprinting toward danger with 10 hit points and a dream. This week, the RPGBOT crew enters the monastery to ask the big questions. Can you punch your way to enlightenment? Is ki a precious spiritual resource or just a tiny battery labeled please do not waste on disappointment? And at levels 1 through 4, are Monks ascending to greatness, or are they simply discovering that inner peace does not count as armor?
Show Notes
This episode begins the RPGBOT.Podcast's two-part breakdown of the 2014 DnD 5e Monk, starting where every fragile martial arts legend begins: levels 1 through 4. The crew digs into what makes the Monk exciting, frustrating, stylish, and mechanically hungry enough to eat every good ability score on your character sheet.
The conversation looks at the Monk's core identity as a fast, unarmored martial character built around Dexterity, Wisdom, and Constitution. That sounds elegant until you realize the class wants all three of those stats immediately, then quietly asks whether you also had room for feats, survivability, and emotional support snacks. From Unarmored Defense to Martial Arts, the early Monk has a lot of cool tools, but not always enough breathing room to use them comfortably.
The team also explores the Monk's early features, including Flurry of Blows, Slow Fall, and the looming promise of Stunning Strike. There is plenty to like here, especially for players who enjoy movement, positioning, and the fantasy of solving problems with disciplined violence. But the episode also does not shy away from the class's pain points, including limited weapon options, resource pressure, and design choices that make the Monk feel like it is constantly trying to do three jobs while dressed for yoga.
Subclasses also enter the dojo, with discussion of options like Ascendant Dragon, Open Hand, Shadow, Drunken Master, Four Elements, Long Death, Mercy, and Cobalt Soul. Some bring strong flavor, some bring real mechanical value, and some bring the familiar DnD experience of reading a subclass feature and whispering, why would you do this to me?
Along the way, the crew talks optimization, multiclassing, race choices, ability score improvements, and how to build a Monk that can actually survive long enough to become the terrifying battlefield blur you imagined. It is a practical, opinionated, and occasionally exasperated look at a class with fantastic vibes, uneven mechanics, and the eternal promise that someday, somehow, punching a dragon in the ankle will be a sound tactical plan.
Key Takeaways
The 2014 DnD 5e Monk has one of the strongest class fantasies in the game, but the mechanics can struggle to fully support it.
Early Monks rely heavily on Dexterity, Wisdom, and Constitution, making them very ability-score dependent right from level 1.
Unarmored Defense is flavorful and useful, but it also means the Monk needs strong stats to keep up defensively.
Martial Arts gives the Monk its core identity, letting the character fight with speed, flexibility, and style without relying on heavy weapons or armor.
Weapon limitations can make early Monk choices feel narrower than expected, especially compared to other martial classes.
Ki is powerful but limited, so early Monks need to be careful about when they spend it and when they save it.
Flurry of Blows is iconic, but it competes for the same limited resource pool as other Monk tricks.
Slow Fall is useful and very funny when it works, especially if your campaign includes cliffs, towers, rooftops, or poor decisions.
Stunning Strike is one of the Monk's most famous features, but its effectiveness depends heavily on enemy Constitution saves and ki availability.
Subclass choice matters a lot because some Monk subclasses help solve the class's problems, while others mostly hand you a decorative ribbon and a bill.
Open Hand and Mercy tend to offer more reliable mechanical value, while subclasses like Four Elements can be harder to recommend without generous table support.
Shadow Monk brings strong utility and sneaky fantasy, especially for players who want mobility, stealth, and magical ninja nonsense.
Ascendant Dragon adds big style and elemental flavor, giving the Monk a more dramatic combat identity.
Drunken Master, Long Death, and Cobalt Soul each offer distinct flavor and tools, but their value depends heavily on campaign style and player expectations.
Multiclassing can help some Monk builds, but it can also delay important class features and make an already hungry build even hungrier.
Ability Score Improvements are especially important because the Monk often needs raw stats more than flashy feats.
Race choice can make a meaningful difference, especially when it supports Dexterity, Wisdom, survivability, mobility, or extra utility.
The Monk works best when the player leans into movement, positioning, skirmishing, and selective resource use rather than trying to stand still and trade hits like a Fighter.
The class is stylish, mobile, and fun, but it asks the player to manage limitations carefully.
The Monk's biggest tragedy is that it looks like a simple punch class, but underneath the robes is a complicated optimization puzzle doing parkour.
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- Once the table finally escapes the opening chaos and cat crimes, Tyler, Randall, and Ash dive into Pathfinder 2e rogues, proving that the class is not just a sneaky knife gremlin. It is also a walking toolbox, a social menace, a battlefield problem, and so much more
Show Notes
This episode begins the RPGBOT.Podcast breakdown of Pathfinder 2e rogues, covering levels 1 through 10 and exploring how the class develops from nimble opportunist into a precision-damage nightmare with more skills than common sense. Tyler, Randall, and Ash each bring a different rogue racket to the table, with Tyler building a Mastermind, Ash building a Scoundrel, and Randall building a Ruffian.
The conversation starts with the rogue's core identity: Sneak Attack, off-guard targets, excellent skills, strong Reflex saves, and the sheer absurdity of getting skill increases and skill feats constantly. The hosts explain how Pathfinder rogues differ from their 5e cousins, especially around precision damage, surprise attack, and how off-guard creates the opening rogues need to ruin someone's day.
From there, the builds split into very different flavors of criminal excellence. Ash's Catfolk Scoundrel leans into Feint, Deception, diversions, social trickery, and making enemies easier to stab, hide from, or fireball. Tyler's Fetchling Mastermind turns Recall Knowledge into a combat engine, using information as a weapon and building toward automatic knowledge checks, scroll utility, and ranged support. Randall's Human Ruffian takes the direct approach with medium armor, intimidation, two-weapon tricks, gang-up tactics, and eventually debilitation options that make the whole party better at hurting things.
Along the way, the hosts cover important rogue build choices including ancestry feats, racket features, armor considerations, weapon selection, class feats, general feats, and the sometimes painful reality that not every tempting rogue feat is worth taking. Twist the Knife gets called out as a trap compared to easier bleed options, while Gang Up, Analyze Weakness, Clever Gambit, Distracting Feint, Dazzling Diversion, Predictive Purchase, and racket-specific debilitations all get time in the spotlight.
The episode closes by emphasizing that while these builds are combat-focused, rogues are not limited to combat. With their enormous number of skill feats and skill increases, rogues can be investigators, con artists, diplomats, criminals, spies, consultants, bullies, burglars, or social wrecking balls. In true RPGBOT fashion, the takeaway is clear: you can optimize the stabbing, but you still have plenty of room left to optimize the nonsense.
Key Takeaways
Pathfinder 2e rogues are skill monsters. They gain more skill increases and skill feats than almost anyone else, making them great in combat, exploration, social encounters, and weird niche problem-solving.
Sneak Attack is the rogue's core damage feature, but it depends on the target being off-guard and on using the right kinds of weapons or attacks.
Surprise Attack helps rogues get Sneak Attack early in combat by making creatures off-guard if the rogue rolls Deception or Stealth for initiative and acts before them.
Rogue rackets dramatically change how the class plays. Scoundrels manipulate enemies with Feint and Deception, Masterminds weaponize Recall Knowledge, and Ruffians use intimidation, armor, and heavier weapons to bully the battlefield.
Ash's Scoundrel build focuses on Charisma, Feint, Deception, and making enemies vulnerable through off-guard, dazzled, Reflex penalties, and tactical debilitations.
Tyler's Mastermind build turns Recall Knowledge into a combat strategy, using it to make enemies off-guard, trigger extra movement, support allies, and set up extra damage through Analyze Weakness.
Randall's Ruffian build leans into durability, melee pressure, medium armor, intimidation, Gang Up, and debilitation options that add weaknesses or penalties to enemies.
Medium armor can work for a rogue, especially a Ruffian, but noisy armor is a bad idea if you still want to sneak.
Weapon choice matters. Kukris, shortbows, agile and finesse weapons, and qualifying Ruffian weapons all interact differently with Sneak Attack and critical specialization.
Analyze Weakness is a strong rogue feat for builds that can reliably identify enemies, adding extra precision-style damage when the rogue wants one hit to matter more.
Gang Up is excellent for melee rogues because it makes off-guard easier to trigger without needing perfect flanking positions.
Twist the Knife sounds fun, but the hosts flag it as a trap because weapon runes can often provide better bleed damage with less action cost.
Debilitating Strike at level 9 is a major rogue power bump, letting Sneak Attack also impose conditions like speed penalties or enfeebled.
Level 10 racket-specific debilitations make rogues even nastier. Masterminds gain support-focused options, Ruffians can add damage weaknesses or clumsy, and Scoundrels can shut down reactions or flanking.
The builds in this episode are combat-focused, but rogues can easily become outstanding social and exploration characters because they have so many skill feats to spend.
Rogues are not just sneaky stabbers. They can be detectives, con artists, crime lords, rich bullies, diplomats, vault testers, information brokers, and every other flavor of charming disaster.
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 ADAM BRADFORD'S FORGOTTEN ODDYSEYS: BadEye Adam built a Greek nightmare and we brought snacks
05/07/2026 | 1 h 33 minWelcome to Forgotten Odysseys, the game where surviving the Trojan War is apparently the easy part. Adam Bradford, also known as BadEye Adam, has created a MÖRK BORG-compatible Greek fantasy nightmare where the gods hate you, the sea hates you, the dice hate you, and sometimes your own party decides that prophecy is just a polite suggestion to commit murder. In this episode, the crew sets sail for home, immediately gets distracted by pork, insults a goddess, and proves that if Odysseus had access to a live Twitch chat, he probably would have died even faster.
https://www.kickstarter.com/projects/badeye/forgotten-odysseys
Show Notes
This week on the RPGBOT.Podcast, we dive into Forgotten Odysseys, the creation of Adam Bradford, also known as BadEye Adam, and currently funding on Kickstarter. Adam joins the show to talk about building a brutal, mythic Greek journey home from the Trojan War using the bones of MÖRK BORG, then Josh Simons of Broken Door Entertainment takes the helm for a live play demo that immediately proves why sailors should fear gods, storms, wild animals, and shirtless leadership.
Adam walks through the inspirations behind the game, from The Odyssey and Bronze Age Greek culture to Blood of Zeus, 300, Xena, and the gloriously doomed charm of MÖRK BORG hacks. The result is a sword-and-sandals survival game where the goal is simple: get home. The problem is Eris, goddess of strife and chaos, who believes you cheated death at Troy and would very much like to correct that oversight.
The episode also explores the game's seafaring tests, deadly mishaps, journey map, mythic art direction, character classes, boons, curses, legendary items, and armor system. Then the actual play begins, and the party creates Dome, Demos, and Dephobos, three heroes whose collective survival strategy includes playing "Yankee Doodle Dandy" on a lyre, hunting boars in a storm, yelling at divine fog, and ultimately fulfilling a betrayal prophecy with alarming efficiency.
If you like Greek mythology, doomed sailors, lethal rules-light games, gorgeous art-heavy books, and tabletop sessions where a boar fight becomes the emotional centerpiece of the evening, this one is for you.
Key Takeaways
Forgotten Odysseys is Adam Bradford's mythic Greek, MÖRK BORG-compatible game about soldiers trying to survive the journey home after the Trojan War.
The game is currently on Kickstarter and is published in partnership with Broken Door Entertainment.
Adam wrote, illustrated, laid out, and designed the game, giving it a strong personal visual identity inspired by Greek myth, comics, public domain art, and brutal sword-and-sandals drama.
The central premise is not "become a hero." It is "get home before the gods, monsters, sea, dice, or your friends kill you."
Eris replaces Poseidon as the primary divine antagonist, hunting the characters because they survived when fate said they should have died.
The game keeps the deadly, strange, art-heavy spirit of MÖRK BORG while adding Greek myth flavor, seafaring rules, Bronze Age gear, legendary items, boons, curses, and a journey map.
Seafaring tests let everyone contribute to survival, whether they are rowing, navigating, inspiring the crew, helming the ship, or playing music to keep the oars in rhythm.
Character creation leans into randomness, misery, and personality, which is how the table ends up with Dome, Demos, and Dephobos, three names that sound like they were cursed before the dice even hit the table.
The live play shows off the system's fast combat, player-facing rolls, armor tiers, and high stakes, mostly through the sacred Greek tradition of nearly dying to pigs.
Demos learns that boars are dangerous, Dephobos learns that prophecy is inconvenient, and Dome learns that leadership is easier when nobody questions why someone was stabbed and thrown into shallow water.
The episode is a strong showcase for the game's tone: mythic, deadly, beautiful, ridiculous, and always one bad roll away from becoming a cautionary tale.
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 Abyss, the multiverse's least relaxing vacation destination, where every layer is somehow worse than the last, the locals are made of teeth and bad decisions, and the gift shop only sells trauma. This week on the RPGBOT.Podcast, we descend into the infinite chaos of demonic nonsense to ask the important questions: how do you survive a plane that actively hates zoning laws, why are demon lords like this, and at what point does a heroic expedition become an HR violation with initiative rolls?
Show Notes
This week, the RPGBOT.Podcast heads screaming into the Abyss, home of demons, demon lords, infinite layers, and the kind of cosmic chaos that makes ordinary campaign planning look like a polite neighborhood association meeting. The hosts explore what makes the Abyss such a dangerous and compelling place for tabletop adventures, from its shifting geography and endless hordes to the major powers that call it home.
Along the way, we look at how different games and editions have handled demonic lore, including DnD 5e, classic 3.5 material, and Pathfinder's take on demon lords, qlippoth, and the Outer Rifts. It is a tour through madness, violence, temptation, and worldbuilding opportunities, with just enough useful advice to make you think visiting the Abyss might be survivable. It is not. But it might make a fantastic campaign arc.
Whether you need a terrifying destination, a villainous power structure, a planar survival nightmare, or just a place where every bad idea gets promoted to management, the Abyss is ready to ruin your party's day in spectacular fashion.
DnD 5e
2014 Dungeon Master's Guide (affiliate link)
Monsters of the Multiverse (affiliate link)
3.5 Expedition to the Demonweb Pits (affiliate link)
Pathfinder Wiki
Demon Lords
Qlippoth
Outer Rifts
Key Takeaways
The Abyss is more than just Hell with worse branding. It is chaos given geography, full of infinite layers, unstable rules, and creatures that treat morality like an optional splatbook.
Demons work best when they feel unpredictable, destructive, and hungry for escalation. Devils make contracts. Demons kick in the door, eat the contract, and set the room on fire.
Demon lords are excellent campaign villains because they combine cosmic power, personal obsession, and the emotional stability of a cursed chainsaw.
The Abyss gives DMs a huge toolbox for adventure design: survival horror, planar exploration, corruption arcs, cult plots, boss fights, doomed expeditions, and the classic question of why did we open that portal?
Older DnD material and Pathfinder lore both offer rich inspiration, especially if you want the Abyss to feel bigger, stranger, and more awful than just a monster closet with lava.
Qlippoth and other ancient horrors are useful when you want to remind players that demons are not necessarily the bottom of the cosmic barrel. Sometimes the barrel has teeth underneath it.
The best Abyss adventures should feel dangerous before initiative is rolled. The plane itself should be part of the threat, not just the room where the demons are standing.
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
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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:
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The RPGBOT.Podcast was developed by RPGBOT.net and produced in association with The Leisure Illuminati.
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- Añadir radios y podcasts a favoritos
- Transmisión por Wi-Fi y Bluetooth
- Carplay & Android Auto compatible
- Muchas otras funciones de la app


RPGBOT.Podcast
Escanea el código,
Descarga la app,
Escucha.
Descarga la app,
Escucha.
RPGBOT.Podcast: Podcasts del grupo












