Had my Ganondorf amiibo pre-order cancelled by Best Buy for ... silly reasons. I almost decided not to get it, but Zelda figures that aren't Link still aren't that common, so I had to get it. I have a couple of Princess Zeldas already, so I passed on her new figure. Would love to see a Figma of this version of Ganondorf.
Now that I'm getting comfier on the fixed-gear commute, I really oughta fix up my 2013 Fuji Absolute 1.4 because it's been gathering dust for years, ever since the derailers went out
Incidentally I do not know how derailers work and walking myself through the mechanics of them makes my eyes glaze over, hence why I built up a whole-ass fixed single-speed first
I'd probably like to set up the Fuji little closer to current gravel bike/"xbike" builds, swapping out the flat bar for something else and adding on a small rack or two to get it set up for light trail riding, plus bump the tire size up from 700cx28s to 700cx32s
Ah, right. I couldn't remember if I dropped before or after that. Makes me wonder if I took a turn with 4HP loss, but oh well.
It doesn't make sense to sacrifice Hela just for me to get a Sow in, so I'll just take my turn.
Zin shifts again, seeing Rohan drop. The pain that he constantly feels from the Wretch weakens him, but he fights through it to toss the white mist back at Rohan, raising his companion.
With another wave, he gathers up the green mist and sends it over to Cid, building a shield of life energy around him.
Move to F8
Rescue on Rohan
Diaga on Cid
Zin is at 2HP, and will drop at the start of his next turn.
Maybe consider moving to G10 instead of F8? Hela is heading that way anyway so it's easier for her to rescue you next turn and it would break the Wretch's stealth and let her get in more attacks. Alternately, you could copy rohan and "accidentally" run into one of the fell shots to down yourself and we'd have Hela rescue you.
@kime Do I need line of sight to Rohan to Rescue? I can reach him from where I am now, but I'm assuming that thing in the middle is a pillar of sorts, so do I need to see him?
Rescue Rohan
Move to G10
Sow on Wretch
3 autohit dmg.
Blessing on Zin.
After complete, 2 piercing dmg on Wretch.
Edit: Wretch is also sealed and marked
I recently came across this band called 'pulses.'. They're not really metal so I won't necessarily recommend any specific songs. They're more post-hardcore, but they're definitely 'maximalist' in their approach, so it has elements of -core, hip hop, pop, R&B, metal, ska, etc. I'm really enjoying the creativity, and each song feels like a 90s house party compressed into 3 or 4 minutes.
Download festival has its headliners and initial lineup for the 2024 edition, and it's safe to say, reaction has been mixed.
So much so, it would seem, that festival promoter Andy Copping has felt the need to get ahead of the criticism, explaining the headliners in particular:
Speaking to Planet Rock shortly before the line-up announcement, Andy Copping said booking headline bands for 2024 had been “really tough” compared to previous years.
Explaining that he always approaches more than three bands for Download each year before locking in the final headliners, Copping said: “I don’t mind admitting, this year for 2024 we approached 21 different headliners for Download.
“It’s been probably the hardest year – I’ve said that in previous years before when it’s been hard to put the bill together – but this year has been particularly hard.
“I know that it’s been tough because the European festivals have been feeling the same. Everyone’s been going, ‘Who’s out there? Who’s touring?’ (They) seem to be struggling to lock the bands in.”
He continued: “Myself and the team, we dug in really hard, we were having regular meetings twice weekly, literally just to talk about the Download talent. What is the talent out there that we can get?
“We would list all the bands that we should go for and, yeah, it was 21 different acts that we approached. Normally, you’d be looking five, six, seven and you’d find your three from that.
“This year has been really, really tough to lock bands down and that’s just been the way that it goes - everything goes in cycles.
“Last year, or I should say this year for 2023, we could have probably done five or six days. I know we had four days and two of those were Metallica, but there were a couple of other headliners out there that were available to us but we were already booked.
“So that’s just the way it goes, you’re completely at the mercy of who’s out there, who’s going to be touring, are they on a specific album cycle so they want to be out there and doing shows? Yeah, and for 2024 it was a little bit light.”
...
With Queens of the Stone Age and Fall Out Boy headlining for the first time next summer, Copping also extolled the importance of bands climbing up the bill at festivals.
“I’ve been bleating on for years the fact that festival promoters like ourselves at Download, we’ve got to bring the new acts through,” Copping said.
“The fact that Bring Me The Horizon played one of the small stages back in 2006, and they’ve worked their way up there (in 2023). Avenged Sevenfold did the same, they played on the smaller slots on the main stage in the past and worked their way up. Going back to Slipknot and Biffy Clyro in the past, I want to keep doing that with bands.
“It’s us as an industry that has to do it. It’s not just the festival promoters – the media, the labels and the fans have got to get behind acts and not be dismissive when an act headlines at a festival.
“They need to get behind it because these are going to be the bands for the future and hopefully (they will) encourage other bands to come through and hopefully be a headline band of the future.”
Hela follows Zin through keeping a safe distance due to the dark aura surrounding him. She peppers the Wretch with shots from her armor's weapon systems, aiming for the limbs to try to slow the creature down.
Hela takes 4 piecing damage at the start of the round. HP = 9/40. Vigor = 10.
Move from I6 to H8.
Action 1: Use Arm Shot on Wretch.
Action 2: Use Leg Shot on Wretch. (strange that these aren't attack actions)
Wretch takes 4 damage. During their next turn, they can only move a maximum of 3 spaces. After they move 3 spaces, they become immobile for the rest of the turn. After their next attack, they become unable to attack for their entire following turn.
If you can't do it raw, no sleeves or belt, in reeboks and jeans, well can you really do it? ;D
Quetzi on
+1
FishmanPut your goddamned hand in the goddamned Box of Pain.Registered Userregular
edited April 20
Hey, after 4 years and about 18-20 sessions, we finally retired our first characters in our OG Gloomhaven campaign last night. 2 in the same session!
After way too many long breaks, we've arranged to play basically 1-2 times a month until we finish or want to do something else, so we're finally making progress what with not having to remember how to play every 3-5 months.
They really need to go back to Para Eyes and put it on a harder difficulty. Whatever build they were playing was insanely easy. Current build has your sanity go down at around 10% every 30 minutes and I think in their build it was 10% every hour. So it took a lot of pressure off them.
We did get the "Mind Knights" bit which was hilarious but we didn't get to see Dan get freaked out by any of the intruders. If they played it on Normal difficult there'd be 2x as many anomalies. My wife and I just finished an Insane level that had 7 cameras and 5x anomalies.
Despite the damage the Wretch has taken, it still stands. Reeling, moving more slowly, and clearly visible, it turns back into the more amorphous form it initially was. The shadow around Zin dissipates harmlessly.
The Wretch shoots out piercing shadows at Zin!
Geth roll 1d20+1d6 to hit Zin with The Agony 9 damage if it hits, 3 otherwise. But I don't think it matters.
Then it shoots out more globules, clearly hoping to keep the party away from it. With Zin down, the Wretch is shrouded in shadows again.
Great Fell Shot at E11 and F11.
Looking at the damage..... It is pretty likely whoever goes next is going to finish the Wretch off. Who wants to make a suitably epic action and make it happen?
The Wretch has taken 147 damage.
The Wretch has Stealth. The Wretch has Evasion.
The Wretch is Sealed.
The Wretch is Marked by Zin's Sow.
The Wretch is Bloodied.
The Wretch cannot Attack for its next turn.
Hela HP: 9/40, 10 Vigor
All players have been supernaturally slashed twice, dealing 4 damage at the start of their turns.
Gwyn is in the cage.
Party Resolve: 3
Known Abilities:
Crippling Paranoia (Round Action): At the start of the round, the Nocturnal chooses a foe. At the end of the round, that foe deals 6 damage to all allies in adjacent spaces and dazes them, then the nocturnal can shove them 1 in any direction.
Assassinate (1 action, range 3, 1/round): The Nocturnal chooses a foe in range 3 that has not acted yet this round. At the end of that foe’s turn, as long as they’re in range 3, teleport to any space adjacent to them, deal 2 damage, three times to them, and blind them. Reduce this damage to just 2 damage if they have an adjacent ally. Then, fly 1.
The Pain (1 action, attack, range 3, true strike, combo): Effect: Teleport 1. Attack: On hit: [D]+fray and shove 1. Miss: fray damage. Effect: Teleport 1 The Agony (1 action, attack, range 5, combo): On hit: 3 piercing damage, three times. Miss: 3 piercing damage once.
* The Horror (2 actions, attack, combo): On hit: 2[D]+fray. Miss: [D]+fray. Effect: Deals 2 damage again to the target for each that is true: bloodied, blinded, dazed.
Great Fell Shot (1 action, range 4, 2/ round): Choose two free spaces in range. Characters that enter that space or start their turn there are struck by a projectile, taking 3 piercing damage twice, and ending this effect. This area lasts until triggered.
Bloody Slash (1 action, area effect, line 4): Area effect: Foes in the area take 2 damage once for every foe in the line, up to three times. The Nocturnal may teleport to any space in the area after this ability resolves.
Amygdala (1 action, range 2, 2/round): All foes in range are inflicted with supernatural fear. They must save or be shoved 3 spaces in a direction of the Nocturnal’s choice, or 1 space on a successful save.
Bloody Nightmare (Round Action): At the start of the round, the Nocturnal supernaturally slashes all foes. For the rest of combat, all foes take 2 piercing damage at the start of their turns. This effect stacks.
Kidnap (1 actions, 2/round): The Nocturnal dashes 4. A foe adjacent to any point during its dash is removed from the battlefield, then placed adjacent when it finishes its movement. Foes can save to avoid this effect, but are dazed on a successful save.
Apparently my friend's kid has discovered XavlegbmaofffassssitimiwoamndutroabcwapwaeiippohfffX. Friend happily described the band's name as "legendary".
And yes, I did copy/paste that from Metal Archives.
Posts
Incidentally I do not know how derailers work and walking myself through the mechanics of them makes my eyes glaze over, hence why I built up a whole-ass fixed single-speed first
I'd probably like to set up the Fuji little closer to current gravel bike/"xbike" builds, swapping out the flat bar for something else and adding on a small rack or two to get it set up for light trail riding, plus bump the tire size up from 700cx28s to 700cx32s
No sane man would design such a system.
So, Hela will need to rescue Rohan.
I hope Albies fired his agent for that contract
Probably won’t see much action until after the Winter Meetings though
We've just established that the aura drops when you do, so Zin should only have been taking 2HP damage since he was rezzed the first time
... If that helps
It doesn't make sense to sacrifice Hela just for me to get a Sow in, so I'll just take my turn.
Zin shifts again, seeing Rohan drop. The pain that he constantly feels from the Wretch weakens him, but he fights through it to toss the white mist back at Rohan, raising his companion.
With another wave, he gathers up the green mist and sends it over to Cid, building a shield of life energy around him.
Move to F8
Rescue on Rohan
Diaga on Cid
Zin is at 2HP, and will drop at the start of his next turn.
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So it should be providing cover, not blocking LoS
Rescue Rohan
Move to G10
Sow on Wretch
3 autohit dmg.
Blessing on Zin.
After complete, 2 piercing dmg on Wretch.
Edit: Wretch is also sealed and marked
Zin is now at 2hp.
So much so, it would seem, that festival promoter Andy Copping has felt the need to get ahead of the criticism, explaining the headliners in particular:
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Very very strong Opeth vibes:
Hela takes 4 piecing damage at the start of the round. HP = 9/40. Vigor = 10.
Move from I6 to H8.
Action 1: Use Arm Shot on Wretch.
Action 2: Use Leg Shot on Wretch. (strange that these aren't attack actions)
Wretch takes 4 damage. During their next turn, they can only move a maximum of 3 spaces. After they move 3 spaces, they become immobile for the rest of the turn. After their next attack, they become unable to attack for their entire following turn.
Also out of 300 football players, only a small minority of them cannot do a single chin up but even that small group who can’t are getting close.
https://www.instagram.com/reel/CzdqwFkMKHS/?igshid=bzBndnowMnpnZHZv
After way too many long breaks, we've arranged to play basically 1-2 times a month until we finish or want to do something else, so we're finally making progress what with not having to remember how to play every 3-5 months.
We did get the "Mind Knights" bit which was hilarious but we didn't get to see Dan get freaked out by any of the intruders. If they played it on Normal difficult there'd be 2x as many anomalies. My wife and I just finished an Insane level that had 7 cameras and 5x anomalies.
"How are you feeling today?"
"Feeling great! Feeling SANE!"
Their Para Eyes playthrough
The Wretch shoots out piercing shadows at Zin!
Geth roll 1d20+1d6 to hit Zin with The Agony
9 damage if it hits, 3 otherwise. But I don't think it matters.
Then it shoots out more globules, clearly hoping to keep the party away from it. With Zin down, the Wretch is shrouded in shadows again.
Great Fell Shot at E11 and F11.
Looking at the damage..... It is pretty likely whoever goes next is going to finish the Wretch off. Who wants to make a suitably epic action and make it happen?
Battle Status:
Round 2 turn order: Wretch, Cidryn, Wretch, Zin, Wretch, Rohan
Round 3 turn order: Wretch, Rohan, Wretch, Cid, Wretch. (Zin is KO'd)
Round 4 turn order: Cidryn, Wretch, Hela, Wretch, Rohan, Wretch, Zin
Round 5 turn order: Wretch, Rohan, Wretch, Hela, Wretch, Cidryn, Zin
Round 6 turn order: Wretch, Cidryn, Wretch, Rohan, Wretch, Zin, Hela
Round 6 turn order: Wretch,
The Wretch has taken 147 damage.
The Wretch has Stealth. The Wretch has Evasion.
The Wretch is Sealed.
The Wretch is Marked by Zin's Sow.
The Wretch is Bloodied.
The Wretch cannot Attack for its next turn.
Hela HP: 9/40, 10 Vigor
All players have been supernaturally slashed twice, dealing 4 damage at the start of their turns.
Gwyn is in the cage.
Party Resolve: 3
Known Abilities:
Assassinate (1 action, range 3, 1/round): The Nocturnal chooses a foe in range 3 that has not acted yet this round. At the end of that foe’s turn, as long as they’re in range 3, teleport to any space adjacent to them, deal 2 damage, three times to them, and blind them. Reduce this damage to just 2 damage if they have an adjacent ally. Then, fly 1.
The Pain (1 action, attack, range 3, true strike, combo): Effect: Teleport 1. Attack: On hit: [D]+fray and shove 1. Miss: fray damage. Effect: Teleport 1
The Agony (1 action, attack, range 5, combo): On hit: 3 piercing damage, three times. Miss: 3 piercing damage once.
* The Horror (2 actions, attack, combo): On hit: 2[D]+fray. Miss: [D]+fray. Effect: Deals 2 damage again to the target for each that is true: bloodied, blinded, dazed.
Great Fell Shot (1 action, range 4, 2/ round): Choose two free spaces in range. Characters that enter that space or start their turn there are struck by a projectile, taking 3 piercing damage twice, and ending this effect. This area lasts until triggered.
Bloody Slash (1 action, area effect, line 4): Area effect: Foes in the area take 2 damage once for every foe in the line, up to three times. The Nocturnal may teleport to any space in the area after this ability resolves.
Amygdala (1 action, range 2, 2/round): All foes in range are inflicted with supernatural fear. They must save or be shoved 3 spaces in a direction of the Nocturnal’s choice, or 1 space on a successful save.
Bloody Nightmare (Round Action): At the start of the round, the Nocturnal supernaturally slashes all foes. For the rest of combat, all foes take 2 piercing damage at the start of their turns. This effect stacks.
Kidnap (1 actions, 2/round): The Nocturnal dashes 4. A foe adjacent to any point during its dash is removed from the battlefield, then placed adjacent when it finishes its movement. Foes can save to avoid this effect, but are dazed on a successful save.
3DS Friend Code: 3110-5393-4113
Steam profile
Correct. Because it's piercing, Zin drops no matter what.
Geth roll 1d20
And yes, I did copy/paste that from Metal Archives.
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