Ring Side Report- RPG review of Pathfinder One-Shot #2: Dinner at Lionlodge

Product– Pathfinder One-Shot #2: Dinner at Lionlodge

System- Pathfinder 2nd Ed

Producer– Paizo

Price– $9.99 here https://paizo.com/products/btq029vx?Pathfinder-OneShot-2-Dinner-at-Lionlodge 

TL; DR– Not the high point of dinner.  77%

Basics–  Dinner time!  Dinner at Lionlodge is a stand alone adventure where the players are invited to meet with a mysterious benefactor.  Does he only want to give us money?

Mechanics or Crunch– This adventure has a few too many things that confound the player.  There are lots of enemies that either can shake off damage or might be a bit too high a level for it to be fun.  It works, but players may not want the hard entry of crunch into this one.  4/5

Theme or Fluff– This adventure works, but it feels a bit too random.  The random invitation is too good to be true, but why the heroes?  That seems off.  Also, there is background in the adventure that is surprising and kind of comes out of left field.  It’s not bad, but there is too much randomness that doesn’t involve the player.  3/5

Execution– This book has lots of extras that help, but is missing one key piece.  There are maps, pictures, and even character sheets.  What it’s missing is ties between the characters and the adventure.  Others of these have nice pieces that indicate relationships and messages to tie them to the story.  That’s not in here.  It’s an absence that is felt.  4.5/5

Summary– I didn’t have as much fun with this one.  It’s not bad.  But I was hoping for a quick one shot to get some crazy story.  That said, it did play, but my players didn’t enjoy it as much, as bad rolls combined with rough resistances led to a bad day.  The story was a bit fragmented, and the usual Paizo polish missed a bit here.  I don’t hate it, but it’s not the best of the one shots.  77%

Daily Punch 9-18-25 Physical Degradation undead drawback for DCC RPG!

Being dead isn’t all its cracked up to be. Undead drawbacks continue!

Physical Degradation
Level: 1Range SelfDuration: perminentCasting time: noneSave: none
GeneralYou have just wasted away in death
Manifestationroll 1d4: (1) Your body as wasted away. (2) As you died, your muscles rotted away (3)You’ve sunken into yourself. (4) You’ve shrunk and dehidrated
1Roll this mutation check again, plus roll one additional defect.
2-4Reduce your stamina by 1d4 and your Strength by 1d4
5-7Reduce your stamina by 1d3 and your Strength by 1d3
8-11Reduce your stamina by 1d2 and your Strength by 1d2
12-15Reduce your stamina by 1 and your Strength by 1
16-17Roll a 1d2. On a 1, reduce your stamina by 1. On a 2, reduce your Strength by 1
18-19You’ve survived death well
20+Increase your stamina by 1 and your Strength by 1.

Daily Punch 9-17-25 Aneurism consumable for Pathfinder 2nd Ed

Pure brain pain!


Aneurism Item 1+

Alchemical Consumable Elixir

Usage held in 1 hand; Bulk L
Activate [one-action] (manipulate)


Aneurism is pure mental pain in a potion. The pain is so extreme it blinds the target.

Aneurism (Minor)Item 1

Price 3 gp
Bulk L
When this is consumed you gain  1d4 persistent mental damage and blinded The flat check ends both conditions. 

Aneurism (Lesser)Item 5

Price 30 gp
Bulk L
When this is consumed you gain  2d4 persistent mental damage and blinded. The flat check ends both conditions.

Aneurism (Moderate)Item 9

Price 150 gp
Bulk L
When this is consumed you gain  2d4 persistent mental damage and blinded. The flat check ends both conditions, but the flat check is DC 17.

Aneurism (Greater)Item 13

Price 600 gp
Bulk L
When this is consumed you gain  3d4 persistent mental damage and blinded. The flat check ends both conditions.

Aneurism (Major)Item 15

Price 1,300 gp
Bulk L
When this is consumed you gain  3d4 persistent mental damage and blinded. The flat check ends both conditions, but the flat check is DC 17.

Aneurism (True)Item 19

Price 8,000 gp
Bulk L
When this is consumed you gain  4d4 persistent blinded damage and blinded. The flat check ends both conditions.

Thoughts?

Daily Punch 9-16-25 True Name undead drawback for DCC RPG

how about more drawbacks to being undead!

True Name
Level: 1Range SelfDuration: perminentCasting time: noneSave: none
GeneralNames have power!
Manifestationroll 1d4: (1) Uttering your true name renduces you a doll to the will of another. (2)Your real name causes you to lose consciousness until the power is done (3)You are awake, but must fight your bodies pull to do another bidding. (4) You feel happy to do what you are told upon hearing your name
1Roll this mutation check again, plus roll one additional defect.
2-4You must follow the command of those who say your true name if you fail a DC 20 WIll save for 1d6 hours
5-7You must follow the command of those who say your true name if you fail a DC 18 WIll save for 1d6 turns
8-11You must follow the command of those who say your true name if you fail a DC 16 WIll save for 1d6 round
12-15You must follow the command of those who say your true name if you fail a DC 14 WIll save for 1d3 round
16-17You must follow the command of those who say your true name if you fail a DC 12 WIll save for 1d2 round
18-19Your name makes your ears slightly blush
20+You must never say your true name, but upon its being said you gain 1d3 actions

Daily Punch 9-11-25 Rotting negative quality for DCC RPG

More negatives to be an undead!

Rotting
Level: 1Range SelfDuration: perminentCasting time: noneSave: none
GeneralYou are simpling falling apart
Manifestationroll 1d4: (1) Your body falls apart comically. (2)Your body rots and slofs off like rotting meat (3)You actively decompose in front of others. (4) You waste away with not trace
1Roll this mutation check again, plus roll one additional defect.
2-4You do not heal each night and you take 1d8 damage every day when you rest
5-7You do not heal each night and you take 1d6 damage every day when you rest
8-11You do not heal each night and you take 1d4 damage every day when you rest
12-15You do not heal each night and you take 1d3 damage every day when you rest
16-17You do not heal every night
18-19You look dead but no one cares.
20+You heal normally every night

Daily Punch 9-10-25 Attachment Ampule alchemical consumable for Pathfinder 2nd Ed

Why not make friends!


Attachment Ampule Item 1+

Alchemical Consumable Elixir

Usage held in 1 hand; Bulk L
Activate [one-action] (manipulate)


Attachment Ampule contains a single dose of a mind poison. Targets who consume tis poinson are friendly to those around them.

Attachment Ampule(Minor)Item 1

Price 3 gp
Bulk L
When this is consumed, you attempt a will save DC 15

Critical Success You are immune to all doses of Attachment Ampule for 24 hours.
Success You are unaffected.
Failure You are friendly to the administrator for 1 round.
Critical Failure You are friendly to the administrator for 1 round.

Attachment Ampule (Lesser)Item 5

Price 30 gp
Bulk L
This is the same as Attachment Ampule but the save DC is 19.

Attachment Ampule(Moderate)Item 9

Price 150 gp
Bulk L
This is the same as Attachment Ampule but the save DC is 24.

Attachment Ampule(Greater)Item 13

Price 600 gp
Bulk L
This is the same as Attachment Ampule but the save DC is 29.

Attachment Ampule(Major)Item 15

Price 1,300 gp
Bulk L
This is the same as Attachment Ampule but the save DC is 34.

Attachment Ampule (True)Item 19

Price 8,000 gp
Bulk L
This is the same as Attachment Ampule but the save DC is 39.

Thoughts?