There are maybe one or two quests that are actually urgently time sensitive. Don't be afraid to rest, the game will warn you if you're going to mess up a quest before it happens. Resting is also how you get a lot of important camp scenes with the companions.
Also, short rests will never mess up a quest. Do one after nearly every fight.
I need to swap Gale out on my evil run but I just can't give up that sweet, sweet fireball.
755 hours in Total War: Warhammer 2.
I will miss this spell being more OP than it had any right to be.
I just want to be friends with all the companions but every single one of them keeps expecting me to kiss them. ):
"Watch the Irishman Suffer" is practically it's own genre of Star Trek episode. Chief O'Brien needs a break, he's just a regular dude who has witnessed his own death too many times.
Hello from Spokane, where we were literally off the chart yesterday! (AQI of 511 out of 500!) I went outside for five minutes to water the garden and my eyes were stinging and teary for a while afterwards.
But nobody gives a shit unless it's the east coast, because this has happened nearly every year for the past 5 years. At least I can see the sky today.
Act 2 has some awesome chances to bypass boss fights entirely... if you can pass multiple conversation checks in a row. My rogue almost won the bar conversation, but when you need to succeed 6 times in a row, luck is just not on your side.
I've savescummed a couple checks... like the point where you meet Lae'zel. If you're a Paladin, you get a special Deception check to make the tieflings leave. Except, if you fail this check, there's no option to rescue Lae'zel without killing the tieflings, which causes you to break your oath.
Yoko Shimomura is my favorite Square Enix composer, hands down.
Yeah, there are important plot reasons that the tadpoles in this game don't function quite how the lore implies they should.
While I was playing Act 2 I kept having to take breaks every hour or so because the crippling decision paralysis was making me too stressed to continue.
Concerning Act 2 Shadowheart
If she destroys the Nightsong, she gets a full set of unique Dark Justiciar armor (boots, gloves, helm, breastplate) and a Spear of Night upgrade. I think they have a bunch of powers that activate while you're in dim light. There's also a cutscene where Shar gives her orders to kill Ketheric Thorm.
It's cool but nothing game-breaking. I'm sure you get equivalent rewards for the opposite decision.
Oh, yes, I'm not sure about the stat consequences if you attack with the status on. I just mean the notification that your stats will be lowered, which goes away if a character kills their own double.
Missing gear has never been a worry for me. The game floods you with so much loot no matter what you do.
There is serious FOMO with story decisions, though. There are certain paths that can cause companions to permanently die or leave the party, cause entire factions to aggro on you at once, or kill off important NPCs. Some of these decisions also hinge on die rolls. You have to be prepared to let it go or embrace the save scum.
The debuff for attacking other characters' doubles also goes away once you kill your own double, leaving you free to focus fire. It's not too difficult to do the fight straight up, especially since PC HP scales at a different rate than enemy HP.
The sweating means I'm enjoying it. I don't want a curry unless it makes my nose start running.
A welcome change from Skyrim bandits shouting "Never should have come here!" while you're rocking around in a full set of Daedric armor.
If you talk to Minthara, you can bait her into
assaulting the grove, at which point you can help the tieflings defend it.
You're also a bit under-leveled and should have a full party by now! Do some more exploring and don't try to rush the main quest, even if the game makes it sound super urgent.
Because it's a concession to gameplay that has no effect on the plot. Why didn't they use a Phoenix Down on Aerith?
If your party members died in real D&D, you'd have to roll up new characters, and we obviously can't do that here.
Big Fuzzy Jumping Spider
![](https://pathfinder.social/pictrs/image/16fe493d-cc5d-4454-a030-1adc955ea12c.jpeg?thumbnail=256&format=webp)
![](https://pathfinder.social/pictrs/image/16fe493d-cc5d-4454-a030-1adc955ea12c.jpeg?format=webp)
This spider got into my house this morning and I had to put it back out before the cat got it. It's about a half inch long and very fuzzy and cute.
Homebrew Creature - Twining Hydra
I decided to make this creature after spending an hour pulling bindweed out of my backyard. Inspired by invasive and/or aggressive vining plants such as poison ivy, kudzu, and bindweed!
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Though called a hydra due to its tendency to regenerate from very little plant material and many nodding flower heads, the twining hydra is not related to hydras in the least. Twining hydras are thought to arise from the chaotic energy of the First World, though some theorize that they are a biological deterrent created by a gnomish druid to drive intruders away from sacred groves. Either way, the capacity of the creatures for destruction is unparalleled and their persistence overly robust. Attempts to remove the creatures result in severe allergic reactions from the caustic sap, and attempts to hide are typically foiled by the plant simply tearing down entire walls. Even so, the sap is a useful reagent in alchemical poisons and decoctions when handled carefully, so adventurers may seek out one of these invasive creatures rather than simply defending against its encroachment on farmland or civilization.
Twining Hydra Creature 9
N Huge Plant
Perception +18, lifesense (precise) 30ft (no vision)
Skills Athletics +20 (can't jump or swim), Stealth +18
Str +6 Dex +5 Con +4 Int -5** Wis** +3 Cha -2
AC 27 all-around vision; Fort +21, Ref +18, Will +13
HP 160 regeneration 35 (deactivated by acid or negative, or see Sunlight Dependence below); Immunities visual; Resistances piercing 10, bludgeoning 10; Weaknesses fire 10
Attack of Opportunity ⟳
Phototropic ⟳ (primal, healing) Trigger The Twining Hydra is affected by or in the area of a spell with the Light trait; Effect The Twining Hydra Steps towards the light source and regains 40 HP
Speed 20 feet, climb 15 feet
Melee ◆ vine +19[+14/+9] (reach 10ft), Damage 2d8+11 bludgeoning plus Grab
Constrict ◆ 2d8+9 bludgeoning, DC 25
Sap Spray ◆◆ The twining hydra snaps one of its own vines to spray caustic milky sap in a 30-foot cone. Creatures in the area must succeed at a DC 25 Reflex save or be exposed to Irritating Sap.
Irritating Sap (contact poison) Similar to poison ivy, the twining hydra produces an allergic reaction, causing blistering, itching, and pain in affected areas that becomes more severe with repeated exposure. Unlike other afflictions, Irritating Sap can only progress to a stage equal to the number of times a creature has been exposed to it (so if a creature has been exposed two times, it can only progress between Stages 0-2). Saving Throw DC 25 Fortitude; Maximum Duration 3 days; Stage 1 4d6 poison damage and enfeebled 1 (1 day); Stage 2 6d6 poison damage and enfeebled 1 (1 day); Stage 3 8d6 poison damage, enfeebled 1 and drained 1 (1 day); Stage 4 death
Aerial Roots A Twining Hydra ignores the first 5 points of Hardness when damaging an object or structure (including shields and animated objects).
Sunlight Dependence A Twining Hydra does not need to eat, although it does require sunlight to live. Depriving a Twining Hydra of all light for 1 week deactivates its regeneration.