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For what it's worth, when my PCs were all fired-up about tracking the goblins, I had an incredulous Sheriff Hemlock ask "You bunch want to go tearing off into the woods at night after a bunch of bloodthirsty maniacs that can see in the dark?" which made them decide to wait until morning. A heavy rainstorm overnight conveniently (for me) muddled the tracks. They ended up making their best effort at following them. They didn't find the raiders, but they did find some goblins that had attacked a merchant wagon. (I used this to introduce Bruthazmus and Shalelu, as someone else had suggested on the board.) Once the goblins were slain and Bruthazmus was chased off, Shalelu asked the PCs to accompany her back to Sandpoint, as she had urgent news for the Sheriff. (She then did her info dump about the various goblin tribes on the trip back to town.)


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I ran it as-written the first time (though I sprung it on my players on a whim because the rest of the group decided they were going to help the rogue deal with Shayliss' "rat problem" after the two of them left, so I had them run into Amele as they were rushing out of the Rusty Dragon) and the group found it kind of depressing and were irritated when Amele's sister blamed them for failing at their hero-ing.

For my second run-through I had little Aeren run up to the "Heroes" on the street to ask for help with the monster in his closet, only to have Amele come over and apologize for her son's behavior. The group told the kid to be brave and stand up to the monster.

When events then unfolded as written in the AP they ended up feeling really guilty about the whole thing and willingly took their lumps from Amele's sister. They also vowed to show any further goblins they met no mercy.


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The PCs defeated Mokmurian last night. That being said, it was incredibly close fight with 2 of the PCs down and rolling death saves and the rest of the party really low on HPs.

While 5E's concentration mechanic prevents Mokmurian from layering on cloud spells like in his listed tactics, using Transmute Rock followed by Cloudkill really makes for a bad day for the party if they don't have any wind spells prepared (mine didn't.) I didn't even have to use another action to dispel the mud back to rock (and thus trap anyone in it) because trying slog through at 1/4 speed and constantly getting stuck was hindering enough to them.

I allowed him to create a fog cloud as a lair action (to free up his concentration on that) so in addition to the mud slowing them down they had a very hard time seeing him to target him while he was able to target them with impunity because of his fog-cutting lenses.


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Something I've started doing, which seems to really help the "my PCs have lost sight of the plot" issues is I do a recap of "the story so far" at the start each session. I generally go back as far as the start of the current chapter in my recaps (or do a general recap of the previous chapter if it's the first or second session of a new chapter). I generally get a "that's right, we did do that" response from at least one of my players during the re-cap, so it seems helpful in reminding the players of things they may have forgotten that their characters likely didn't (since the latter actually lived through it.)


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I've got two friends who have lived and breathed Star Wars since we were all kids and they absolutely loved The Last Jedi. (One them had "To become a Jedi like my father before me." as his future aspirations quote in our senior year book.) So it's not that all the fans that hate it, just a section of them.

If people want to hate it, that's fine. Everyone is entitled to their opinion and you'll definitely have company, but it's disingenuous to say "The fans hate this movie."


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I actually really like Poe's character. I was rooting for him the whole way

Spoiler:
through the mutiny until Leia stunned him and it was clear he'd messed up.

And he did mess up. Even if you think the Admiral owed him any explanation at all, he still not only withheld his own plan from her, but also the information on how the First Order was tracking them. (Remember, Finn and Rose are the ones to figure it out, who then tell Poe.)

Had he told the Admiral what the First Order was doing to track them and she was still dismissive, I'd be firmly in the "he had no reason to believe the Admiral was actually going to do something" camp.

My question is would folks be just as angry if the situation was reversed? Poe doesn't piss off Leia at the beginning, maintains his rank and takes command once all the flag officers get blown into space. He has an idea to save them, but he's worried about showing his hand to the First Order so he keeps it close to the vest. Some other officer or fighter pilot who thinks that Poe's going to get them all killed based on his reckless reputation stages a mutiny and manages to thoroughly muck up Poe's plan. Would you be mad at Acting Admiral Poe in this instance?

As for the Hyperspace stuff,

Spoiler:
it's been made pretty clear in the movies that you can't just stop on a dime coming out of a jump unless you're Han Solo piloting the Millenium Falcon. No one else, that we know of, has ever been crazy enough to try it (or at least lived to tell about it.) We've also not seen anyone do the sort of multiple short jumps that would have been needed to cut off the Resistance ships (since, as others have said, they can alter their own sublight course as soon as they detect you spinning up your hyperdrive.)


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Spoiler:

1) Who says Poe is a traitor? He's just a hotshot with a tendency to shoot his mouth off (case in point when he basically spills the beans about the Rebels' plan to Finn over an non-secured and easily-overheard comm.) I've never served in the military, so maybe I'm missing something, but I didn't think it was common for Admirals and the like to keep their subordinates up-to-date on their plans whenever one of the latter is simply seeking reassurance. Especially a subordinate who was recently disciplined for disobeying orders.

2a) The effectiveness of fighter craft versus capital ships in the Star Wars universe seems to vary wildly, depending on the needs of the plot. In general a fighter craft spinning out of control after being shot down tends to be drastically more dangerous to a capital ship than one actively trying to do damage with its weapons. I'm willing to accept a lot of handwaving where their capabilities are concerned.

2b) Why the FO sending a ship ahead via hyperspace wouldn't work has already been discussed.

2c) Why would they need to call for reinforcements? They've already got the Rebels outgunned, their movements tracked and they're quickly running out of fuel. Those other ships are probably better-served conquering former-Republic systems.

2d) My understanding is the Rebels were cloaking their transport ships in some fashion, which meant the FO didn't see them until they knew what to look for.


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Thomas Seitz wrote:

Hama,

I just want Kang and Galactus. I don't think that's too much to ask...

And Dr. Doom. I'd love to see a proper version of Doom on the big screen.


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The only specialized streaming service I might shell out for is the Warner Brothers one because of the resurrection of Young Justice (the Titans TV show and rumored Harley and Ivy show are just a bonus.) Discovery certainly wasn't enough to get me to pay for CBS All Access (especially since every thing I've heard says it doesn't feel like Trek.)


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I think he's asking why Team Super Nazi had Earth 1's Thawne (wearing Wells' face, no less) instead of either Earth-X's Flash or Thawne. Which is something I'm curious about as well, because it just felt really weird that he was the most "True Believer" of the 3 head badguys.


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Thawne telling Dark Ollie to be 10% less broody was hilarious.


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You'd think Supergirl X would have been a little more affected by getting shot with a Kryptonite arrow, considering how much just being in proximity of Kryptonite affects original Kara. (Maybe it's a side-effect of her blood being over-saturated with solar radiation, it just seemed odd.)

I really enjoyed the two episodes, though "Earth 1 Thawne with Wells' face: alt-Earth Nazi True Believer" seemed really weird.

Awkward wedding attendant was definitely a time traveler and likely a Barry/Iris descendant, IMO.


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I don't see why some version of Chloe couldn't exist in the Supergirl universe or why anyone would think she would have to explicitly be the Smallville version. I thought it was a fun reference.

I will say both the actresses playing the younger versions of the Danvers girls did an excellent job of emulating the speech and mannerisms of the originals. I did find the blue contacts that young Kara was obviously wearing a little distracting, but her performance was spot-on.


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I'm trying to wrap my head around why

Spoiler:
it's too dangerous for Ollie to be Green Arrow now that he's a father, but it's okay for John to do it even though he's also a father.


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Vidmaster7 wrote:
Mark Thomas 66 wrote:
Mark Thomas 66 wrote:
The Hulkbuster armor was more like the "Occupy Hulk for ten minutes" armor.

So apparently Hulbuster Armor is the Lamborghini of the billionaire Genius set

Can't wait for Reid Richards to bust out his.

His is called The Thing. It works about as good a tony's.

Man, the Hulk using the Thing as a club while fighting bad guys on A:EMH was one of the best things ever. (That and presenting a Doctor Doom that was properly hyper-competent and threatening.)


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Aside from Force-pulling a lightsaber, what did Rey do in TFA that Luke, Leia or Anakin didn't pull off in their own first movies?


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I tried to include a subplot with the Scarnettis trying to muscle in and convince a grieving Ameiko to sell the Glassworks to them (to increase their political and financial power in Sandpoint, seeing as the Glassworks is a major part of the local economy) but my players didn't bite and I didn't force the issue.


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Yeah, it sounds like my theory was wrong and he really is trying to be earnest and failing, rather than pulling off high-level satire: AV Club Review.

AV Club wrote:

At this summer’s Television Critics Association press tour, Seth MacFarlane described the void he wants to fill with the new science-fiction series, The Orville:

“I kind of miss the forward thinking, aspirational, optimistic place in science fiction that Star Trek used to occupy […] [I]t can’t all be The Hunger Games. It can’t all be the nightmare scenario. I think there’s some space for the aspirational blueprint of what [humanity] could do if we get our [stuff] together, and that’s something that’s been missing for me for a while.”


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If you want things to get real interesting: With the attack on the Fort, Lucrecia steps up her plans to destroy Skull's Crossing before this "invasion force" that slaughtered so many ogres can put a stop to them. Combine aspects of "Down Comes the Rain" with an ogre raid on TBF at dawn led by Jaagrath. The party moves to repel attacking ogres and suddenly the flood waters rush in and there's a three-way-battle between the PCs, ogres and Black Magga (with the the latter happily attacking anything that comes close to her, be it PC or ogre.) Once the PCs deal with this, Mayor Shreed implores them to see what's going on at the dam, where Lucrecia and the remaining ogres from Rannick await. (You can say they killed off the ettin and the trolls if you're concerned this could be too much for your PCs.)


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I've got a player who's played through the card game. Meaning that while many story beats haven't necessarily been spoiled, the identity of the major villains is. We're about halfway through book 3 and it hasn't been a problem yet.

I would talk to the player and ask him if he's okay with replaying things he's already done (though this time around he'll actually have context for those things) and not spoiling things for the rest of the group. If he's onboard, just proceed as if you didn't know he's played through this before. If not, then some of the alterations suggested above should make things workable for everyone. (I'd strongly suggest against forcing a player to sit out most of Chapter 2.)


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Reminds me of the decision to not have Glamdring and Orcrist glow in the LotR/Hobbit movies: they were worried casual viewers would be confused (which seems like nonsense to me, but I'm not a casual viewer) so they made Sting be "special".


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Regardless of how they may read (I personally didn't have a problem with them) the "session transcript" thing about the Dragonlance novels is a misconception. While a few things from the early playtest sessions (like Raistlin's encounter with Bupu) made it into the novels, the novels were written separately (though they obviously followed the plot outline of the Dragonlance modules.)


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The trailer makes it feel like a cross between Shadowrun and the Alien Nation movie.


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Well, if they're planning on keeping it, I imagine they're going to need some "proof" that Aldern sold it to them or otherwise legally passed on ownership to them. (I imagine Magnimar has some sort of laws on the books preventing someone from breaking into someone else's house, finding the deed and then claiming that that house is theirs.)

My first party did end up squatting in the Townhouse, but they took the time to forge a letter from Aldern stating that the party's noble-born fighter (and past acquaintance of Aldern's) had been put in charge of his affairs while he was out of town. (Remember, Ironbriar posted a couple of Faceless Stalkers in the Townhouse to keep up the charade that Aldern was still alive/not a ghoul. Why he did that AND had the house boarded up is one of those things that doesn't make a lot of sense in the AP. I've left out the "boarded up" part in both of my run-throughs.)

I ended up sending a group of Skinsaw Cultists backed up by the Scarecrow to try to murder them in their sleep (Ironbriar is keeping watch on the place and the AP mentions he had copies made of the keys.) However, they were smart/paranoid enough to set watches and detected the Cultists sneaking in and fought them off. (Also, a Flesh Golem is a pretty underwhelming foe against an alchemist.)


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There are a crap-ton of orges in the fort in the AP (including some with fighter levels, barbarians levels and one with sorcerer levels.) So none of that seems out of line. The Hags should be elsewhere in the adventure, not at Rannick. (I can't even think of a single reason why they should be there instead of their original location.) Mammy fleeing to Rannick also seems unusual, since her only connection to the Kreegs is having an unrequited crush on their chief.

As written, Jarkardros, Vale and Shalelu should all volunteer to help retake Rannick, rather then sending the party on their own, so I'm not sure what happened there. Kaven betraying you is also inline with the AP.

All that being said, have you guys generally been trouncing encounters easily prior to this? If so, it could be your GM was trying to correct the difficulty and potentially overcompensated. (I'm generally willing to blame overzealous attempts to "correct" the level of challenged over the GM intentionally being a jerk without further evidence of the latter.)


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Irontruth wrote:


I specifically asked for something that was false to his character or personality.

I do things that make me tired and I want a break from. That doesn't make them false to my character or personality, it just means that they take effort on my part. Effort does not equal false. Effort and false aren't even close to being synonyms.

It's really easy to show how Superman is being false as Clark Kent. When confronted with a situation where his physical abilities would give him away, Superman lies and pretends that he doesn't have his physical capabilities, such as strength, or even just good eye sight. Both his adoptive parents and biological parents have stressed the importance of honesty and truth. If he truly believes in that, then his lies about himself as Clark Kent are counter, or false, to his character and personality.

Looking forward to a vacation does not mean that your regular life is false towards your character and personality.

By the logic you seem to be following any character with superpowers that doesn't openly use them in their civilian identity is faking that identity. So Peter Parker is a false identity, Barry Allen is a false identity, etc.

The "real" Clark Kent/Superman is a Kansas Farmboy that also happens to have an array of super powers. He grew up as the son of Jon and Martha Kent. Superman is a persona he took on when he decided to use his powers to protect his home.

Yes, as "Clark" in his day-to-day life, he pretends to be an ordinary, possibly (depending on the writer) clumsy human. However, as Superman he leaves out the Kansas and Farmboy. Most of the personality traits are the same, yes, but Superman is "The Last Son of Krypton" as well as a symbol of hope and justice. He intentionally makes no mention of having an Earth family or life.

The real Clark Kent is a blend of it all, the good man raised on Earth by two loving, human, parents that also happens to have been born on an alien world and thus bestowed with incredible powers.


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Irontruth wrote:

When's got the cape and tights on, what about Superman is not part of who he actually is? People can lead multifaceted lives, we do this every day when we go to work, then come home and interact different with our family than we did our coworkers. It doesn't mean either is untrue to ourselves (though it is possible).

What about the superman identity is false? Something that he does that runs counter to his true nature. Not just different, but counter.

He's putting on a performance as Supes, as much as he is as Clark (even if Clark involves downplaying his physical abilities). As Superman he is a symbol and tries not to show any cracks in that exterior.

There's a great scene in the Justice League cartoon where he and Martian Manhunter go to visit the Kents for Christmas and he confesses to J'onn that he's looking forward to being able to be himself for a few days.


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Both public Clark and Superman are acts, each in their own way. Public Clark plays up "the mild-mannered farm boy" while Public Superman plays up the "Champion of Truth, Justice and the American Way." The real person is when he's visiting his family (in universes where they still live) or otherwise "off-duty" with people who know his secret.


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I actually like the change to Flash. In the previous movies he was pretty much reduced to "that guy Peter beats up after he gets his powers." In this Flash is still a giant pain in Peter's butt, and his powers don't help in dealing with him (which fits in with one of the themes of Spider-man: getting superpowers doesn't make your problems go away.)

Also, while Flash is still an enormous jerk, the movie kind of shows why he might have some of his antagonism towards Peter (From his perspective Peter's this guy who's incredibly unreliable, doesn't pay attention in class, brags about his internship with Stark, etc, but still keeps getting praised for how brilliant he is and is let slide on being a complete flake.)


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I really enjoyed the movie. Definitely better than the Amazing SM movies and SM3, still deciding where it falls in relation to SM 1 and 2.

I actually liked the Michelle character a lot.

RE: the Vulture

Spoiler:
It takes more than just his voice. We see him slowly putting the pieces together throughout the conversation in the car: 1) this kid is obviously afraid of him for some reason (easily explained away as first date/meeting the parents jitters until...) 2) Peter has an internship with Tony Stark, a known superhero who works with Spider-man 3) He wasn't in the elevator with the rest of his teammates when Spider-man comes to the rescue in a completely different city than he normally operates in 4) Peter disappeared from Liz's party out in the suburbs the night Spider-man broke up the Vulture's thugs' weapon sale nearby 5) Some other aspects of the conversation I'm likely forgetting.


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I converted a Pathfinder RotRL game over to 5E at the start of chapter 5 and started a new one earlier this year (we just started Hook Mountain Massacre last session). In both cases I had 6 players with 30 point-buy and a free feat and a Campaign Trait, so I made things a little tougher than standard.

I started detailing my conversions here http://paizo.com/threads/rzs2u6nl?Burnt-Offerings-in-5E but I stopped having the time to keep up with it. I've also learned as I've moved forward that I was doing too much work converting things when I could just re-skin.

I've also got some more conversion stuff here http://paizo.com/threads/rzs2tdxw?Karzoug-in-5E. Originally it was just discussing the endgame, but it's evolved into some other aspects of the AP with other DMs.

The biggest thing would be to cut back on treasure, particularly magic items. Through the early going I removed anything magic that wasn't iconic or story-specific. (Also any rings of protection and cloaks of resistance are gone. I may start adding some back in as they hit higher levels.) I also customized some stuff to either work better for the character using it, to make it more thematic, or to give a boost to certain PCs.

I agree that adding minions and/or legendary actions and/or lair actions to the boss fights are important. My PCs just fought Xanesha the session before last and she was the first legendary creature they faced, plus I added some minions to the fight. In their fight with the Skinsaw Man, I introduced lair actions, as having the location involved in the battle made a lot of thematic sense.


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Finished prepping Fort Rannick.

Ogre Fighters get Hill Giant Strength, AC and HPs, plus second melee attack. and proficiency in Str and Con saves as well as Athletics and Intimidation. Ogre Hook does 2d12 instead of 2d10 (Great Weapon Fighting Style in my game ups the damage die one step rather than allowing damage re-rolls just to make things faster.)

Dorella Graul gets 8 levels of Chaos Sorcerer (seemed to fit the "she got hit in the head and developed magic powers" feel) added to a standard ogre, Str 19, Dex 10, Con 20, Int 6, Wis 12, Cha 14, and Warcaster and Resilient: Wisdom feats.

Pappy Graul gets stats boosted to Str 22, Dex 10, Con 20, Int 8, Wis 12, Cha 7 and 7 levels of Berserker Barbarian on top of standard ogre, plus Great Weapon Master, Tough and Resilient: Wisdom feats. Changed his weapon to a "Great Cleaver" (basically a big great axe) doing 3d8+6 slashing damage.

None of the ogres have magic weapons or equipment (other than healing potions.)

The undead ranger in the crypt below Rannick is now a ghost since 5E specters are much weaker than PF ones.

Shocker Lizards are nearly identical to their PF counterparts, just save DCs adjusted and their personal 1d8 shock effect is normal lightning damage (since non-lethal damage doesn't exist in 5E.) Save DC of the group shock goes up by 1 every 2 lizards, rather than every lizard. Recharges on 5-6.


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I used a gladiator for Rukus, but switched him to using a magical great sword (I'm changing his "one big finger" to "a giant finger and thumb" allowing him to wield a two-handed weapon) that belonged to one of the dead and eaten Black Arrows. (Our barbarian has been using Nualia's vicious longsword [which replaced her +1 bastard sword] for lack of a magic great weapon up to this point.) I customized Crowfood (who has a grapple effect on his ogre hook attack based on suggestions on these boards about him doing hit-and-run, drag PCs into the cornfields tactics) and Hucker (who is a half-ogre barbarian/rogue with the shield master feat) and turned Mammy into a half-ogre warlock with an innate flight power as one of her Invocations. Like you I'm using a generic half-ogre for the rest of the Grauls and a modified Shambling Mound for Muck Graul.

For Xanesha I started with a lamia as a base, added a salamander's tail attack, a vampire's Charm ability and a special "Captivating Gaze" action (basically Hypnotic Pattern in a 30' radius around her that recharged on 5-6) and then made her an 8th level sorcerer (with the Quicken Spell, Subtle Spell and Twin Spell metamagics) and a legendary creature (the first one they faced.) Her legendary actions were 1) Move her speed without provoking Opportunity Attacks, 2) Tail Attack, 3) Charm (Costs 2 Actions). I think once all was said and done she was roughly CR 9 (rounded down). She had 184 Hps, an AC of 18, melee attack bonus of +9 and a spell DC of 17.

I had six 6th-level 30-Point-Buy PCs with a bonus feat, plus they recruited assistance from Kasadei from the Magnimar City Watch (who I used the stats for a Veteran for). I also had the 3 faceless stalkers backing up Xanesha in her lair, rather than hanging out by the bells. Started with Xanesha invisible, the stalkers disguised as cultists and a (Major Image) illusion of a succubus lounging on the cushions who taunted them and drew their first round of attacks before the real Xanesha used Quicken Spell to Haste herself as a Bonus Action (which ended her Invisibility) appearing next to the wizard and nearly dropped him in her first round of attacks (and had him grappled on top of it.)

Ended up dropping 3 of the PCs at one point or another during the course of the battle, plus had her grapple the paladin with her tail on her turn, then legendary action over to the edge on the next turn, followed by a legendary action for another tail attack on the following turn to drop him off the edge, but he made the Dexterity Save to grab the ledge so he didn't fall to his doom. We also had some fun going when she managed to stupify half the party with her Captivating Gaze, leaving the other half to scramble trying to "slap their friends awake." She almost Charmed the barbarian, but the latter just made her save thanks to standing in the paladin's Aura of Protection.

They also weren't too happy about her using Quicken Spell to heal herself with Cure Wounds while continuing to pound on them. They finally got her down to "run" HPs, so she legendary action moved off the tower and used her reaction to hit herself with Featherfall. The rogue and paladin jumped after her (who the wizard promptly hit with Featherfall) resulting into a slow-motion freefall battle until Xanesha's turn came back up, at which point she cast Fly, used her action to Disengage and tried to fly away only to get shot out of the sky by the UA Hunter Ranger with favored enemy Monstrosities (which he hadn't much chance to use prior to this) and Sharpshooter.

Lucrecia is probably going to be very similar stat-wise to Xanesha, but with twin-daggers instead of the Impaler of Thorns and Greater Invisibility and Dimension Door in the place of Haste and Blight (the barbarian was really unhappy when I hit both her and Kasadei with a Twinned Blight, bypassing her damage reduction from raging and nearly dropping both of them.)

I've just started working on Fort Rannick. I'm using modified Hill Giant stats (with ogre hooks aka war picks as their weapons) for the Ogre Fighters. I haven't gotten to the named ogres yet.


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Eugene Brave Rock confirmed it: link.


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Why is Batman on the Justice League? He's just a guy with a fancy belt and a rodent fetish. :P


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Yeah, I thought Civil War the movie did a much better job than Civil War the comic storyline. Though it helps that former was smaller and more self-contained (and also managed to avoid making Tony and Steve act like jerks.)


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My understanding is it takes a lot of heat to actually burn bones (which is why the Sczarni are renting out the Glassworks furnace after hours.) So Father Tobyn's body in the original church fire was burned, but not destroyed.

When Nualia burned his remains as a sacrifice, I imagine there was some magic involved that allowed the fire to actually consume them.


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Count me in as another thoroughly creeped out by the Gelflings or whatever they were called (I'm not Googling to confirm because I don't want to risk encountering a picture.)

Every time I mention I refuse to watch The Dark Crystal because it creeps me out, people always say "I guess the (monsters) are a little scary."

"No, not the monsters (though they're freaky, too). The main characters. Ugh."


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I don't recall any Daxamites flying. Jumping really far, yes, but not flying. (Though some of the shots made it ambiguous.)


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Considering how often we've seen Secure ARGUS Facilities/Safehouses get easily broken into and whatever they were protecting stolen/killed/kidnapped on both Flash and Arrow, I'm fine with them not bothering.


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Yeah, I have no idea what Evelyn's motivation is. I get she hates Ollie because he "left her parents to die" but I don't get where that turns into "I'll help advance the plans of a psychopath, harming all sorts of innocents, simply because he also hates Ollie."


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I've got El Hazard on DVD somewhere. Still one of my favorites. (Unfortunately the two sequel series were not as good.) That was the first series I bought on VHS (followed by Record of Lodoss War.)

And now I'm having flashbacks of my monthly trips to Suncoast Video at the mall because they were the only place that had a decently-sized anime collection. (And also of being annoyed when they had a mix of Sub and Dub tapes for a given series rather than a complete collection of one or the other.)


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Well, considering the time remnant said something to the effect of "The more you mess with time travel, the less the rules apply to you." I'm thinking the writers have completely thrown in the towel on having a coherent logic for time travel.


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It's the dragon horde equivalent of those people who make protest payments using truck loads of pennies.


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There is no "best" campaign trait. Whether or not you take the trait should depend on whether or not you want your character to have a close friendship with Sheriff Hemlock (and what impact that might have on your character's outlook and actions.)

We're still only in Chapter 2, but the PC in my current group that is getting the "most" out of her Campaign Trait is the rogue with Favored Daughter: Ameiko. But that's more because the party spends a lot of time in The Rusty Dragon and having Ameiko as the rogue's "besty" has made for some great RP moments.

As always, your mileage may vary, because it's up to your GM how prominent a role Hemlock will play in the game.

As with everything else, this is a question best asked of your GM. Only he knows what prominence he's going to give to what NPC (the AP has dozens of NPCs in Sandpoint. Different campaigns are going to have a different focus. One of my current PCs is a reformed smuggler turned priest of Sarenrae who is friends with both Naffer Vosk, the gravekeeper and Gorvi the dungsweeper. Both those NPCs have much more prominent roles in this campaign than they did the previous time I ran it, where they were barely mentioned.)


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While I understand the need to be delicate with this, fire is only a very small part of the Misgiving's history. It would be easy enough to remove the fire-related haunts (just change the manticore to poison damage rather than fire and replace Plummeting Inferno with the PC believing their husband (Traver) has grabbed them and thrown them out the window rather than thinking they're on fire.) Instead of a burned-out husk, say the servants' building has collapsed from rot and neglect.

I can't think of any instance within the story as-presented that the characters believe the house itself is on fire or has ever been on fire.


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Well, Marcus Scarnetti has worked out beautifully. The party despises him (mostly because of his father, but they also find him "too smooth" to be on the up-and-up) and they also caught him speaking to a cloaked figure near the Sawmill during Burnt Offerings. When pressed on it, he eventually admitted that he had heard rumors that one of the family's employees had been stealing from them and had someone looking into it, but it was none of their concern.

He also sent a letter inviting the female noble swashbuckler to dinner "to tell me about your grand heroics" after the party dealt with Nualia. She sent him a letter in return politely, but firmly, turning him down. (Though she was very tempted to send the letter her friend Ameiko jokingly wrote in her stead that was outright insulting.)

Now the murders have happened, he's the party's prime suspect (after deciding it wasn't Ven, despite the party wizard's extreme distaste for the man. The wizard was the object of Shayliss' attention, but things went in a very different direction after he refused her invitation and he ended up trying to play mediator between Banny and Ven.) and no one has mentioned the name Aldern Foxglove once.

Of course, we left off the session with a pair of scarecrows tearing themselves free of their frames with a shriek and lunging towards the party, so they should figure out the real killer next session.


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My players skipped the upstairs until after as well. I'm currently running it again and I think I will

Spoiler:
Allow the players to hear Iesha weeping upstairs from time to time as they explore the first floor. Hopefully that will inspire them to go investigate.

As for paladins,

Spoiler:
others have suggested letting the haunts play out for paladins without any of the harmful effects. So they still get the story, but they're in no danger because of their fear immunity.


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I was fully expecting Kallus and/or Kanan to die (especially after Kanan's "I have nothing more to teach you" bit.)

Overall, I enjoyed it. The Rebels got their butts handed to them, but managed to squeak out an escape without taking a total loss to their forces (and they wouldn't have had that if Thrawn's subordinates had followed orders.)


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John Napier 698 wrote:
SAMAS wrote:
Freehold DM wrote:
Ambrosia Slaad wrote:
** spoiler omitted **
** spoiler omitted **
That comes back to another Star Wars inspiration: Spaghetti Westerns. Ever seen two gunslingers duel? It's pretty much all buildup, then suddenly it's over in a second.
That, and two Samurai having a duel in the street.

Right. And I think Maul set that tone for the duel when he "unsheathed" his lightsaber by yanking off the walking stick portion and tossing it aside.

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