Part two of the Hidden Shrine of Umugatu run finds Daniel (@dungeondive) opening with a confession and a fix: he keeps forgetting his heroes’ special abilities, so two hot-pink post-it notes now sit beside the character folders. It works — Sir Reginald’s power swing lands an extra damage die and kills a grey alien outright, prompting a brief and genuinely funny digression on adhesive notes as one of the great inventions versus their contribution to landfill.
Before that, housekeeping the previous episode skipped: the Man in Black has crept to the third space on the alarm track. Green is safe; yellow forces random-encounter rolls in explored rooms; red adds enemies to every fight; black puts the MIB on the board as a mini-boss. With Reginald near half health, the party backtracks to the cryo chamber for its one-time full heal.
Then the run turns. Reginald fails a mental check, eats a magic mushroom, and springs a fungal trap that spawns a mutant commander alongside a lizardman and a mutant hound. Daniel praises the enemy targeting rules even while they grind him down — the tactical interest lives in manipulating who each foe chases. The episode ends on a cliffhanger: Amelia tentacle-slammed and stunned, both heroes badly hurt, level-one gear against a boss.
Do you find a fixed enemy-targeting priority more interesting to play against than a full if-then AI script, or does it become predictable?