you guys should make a representation of this lair in minecraft, could be some cool bonus content additional idea: you guys could also make the lair you guys had in tides of death too
What would be sick is a trap that makes the stairs unclimbable if you trigger it. So say they turn into a slide or retract or something. This way if intruders trigger it they get stuck in the dungeon and can’t make out with any loot. Then have the trap reverted by something upstairs so the crew can make it in and out
Could just use a rope ladder instead of a rope (simple/quick to use, no climb check needed) with the end attached to a pully wheel that you can roll up or down as needed.
How did Niel find a woman that is actually willing to track and control their spending? I call bullshit, fake news, that kind of woman doesn't exist. 💰
I can imagine the weekly financial meeting quite vividly: "Neal you bought another token pack! Honey, thats a buisness expense, I had to". With them finding the proper magic sword, i really do wonder if Neal might be so generous for Luther to actually spend the half year of downtime training with the warrior dude from the Grimey Goblin to actually get that proficiency. He is the stong man of Neal Team Six and its always a huge downer for PC to get a cool item but not beeing allowed to use them.
Drunk man stumbles through trapped hallway, my favourite dnd content. I'm amused that Neal found a way to use his trap hallway after the boys subverted his plans
This is literally what everyone invision their character to be when they chose to play a rogue, only to get mega cucked by a paladin party member. I feel like 2 rogues is the way to go, they cover each others weaknesses so nicely and their playstyle is so dope
The Verocy Empire is a good place where players could explore being monstrous races that would not be accepted in other societies. Looks like they chose to go up against the empire to soon as they couldn't figure out how to move forward once they learned of the Bears back story.
I love that they roped neil into this game. The old man encounter was very in character, too funny. Makes me think about the next main campaign after outcast, maybe the party should start split up, do one or two quests for character building, then group up. It moves faster with less people trying to make decisions while trying to figure out their characters motivations. Outcasts was a little too direction less until koibu came in, which is just proven more by this campaign where much more has gone on when Neil plays both sides.
Like with ToD, another great campaign with awesome characters in Neals world, and a story we'll never get to see the end of. My least favorite thing about DnD. GGs! On to the next 🥲.
Spoilers ahead I'm honestly so invested in this region and time they've been playing in Outcasts, I'd love for them to play another campaign following their steps or smth. Great memories and awesome campaign overall, sad to see all of them go after all of the characters got the idea what they want to do and got the taste of how it would feel like to "win" their story
Bravo! It's always good to know your channel takes it's name seriously! I'm invested when things play out as honesty demands and thats why watch your content! The stakes and threats are real, lookin forward to the next one!
Overall a pretty fun campaign with a very unlucky and unfortunate end. Stuff I liked: The characters and RP was fun. I especially liked Autumn's and Xera's interactions with the party. Even if it was wacky I also really enjoyed the Garp shenanigans like drowning that bounty hunter and taking on the town guard even the Human Time stuff was funny looking back on it. The Grau mystery stuff was awesome too and I'm really sad we aren't going to get any answers. Ren's solo session was probably the best episode of the campagin and the Grau/Arachis interaction were really nice. Stuff I didn't like: No clear direction. I think total sandboxes can work if everyones on the same page, but to me it feels better when there's a far out big goal that the party is mostly united early on in trying to complete and they work to complete that goal using a wide open world like ToS and ToD. Even if there's major detours there's always one thing driving the story forward. In this campaign it felt there there was too much bouncing between Xera and Autumn doing small sidequests unsure of what to do in the big picture and when they finally made a decision they got overconfident and in over their heads. Thinking about it even if they ended up surviving they weren't going to be able to do the sneakily kill Xera thing anymore so alot of the trust building with her would've been wasted. I'm really excited for what Neal's got cooking for the next campaign and in the meantime Hardly Heroes had been great!