Originally Posted by Anska
Maryzora, Halsin Sue, Mary K ... a lot of that bunch. I'd prefer to leave him behind because I do like Halsin until the point when he starts having questionable impulse control, so leaving him behind would leave his character intact - and my designated Orin victim tends to be Yenna.

Tbh, I never let Yenna get abducted, because then Grub gets killed and I like Grub. I think, Halsin is the best possible abduction victim, even without my dislike for him: we already have a druid (who is more awesome in any way), we need a wizard and a fighter more than a second druid and Lae'zel and Gale have potential their storylines still before them. I'm not doing the House of Hope heist without my gith pal, since I do it for her benefit in the first case and she wanted to kill Raphael even back in act 1. And Gale and his counterspells are just too useful throughout act 3 for me. If Yenna gets abducted, poor Grub dies and that can not happen - no animal dies in my games, that is a rule (well apart from those attacking, looking at you spider matriarch and family)
And yes, Halsin and Mizora can open a Mary Sue self care group - Halsin Sue and Maryzora, the perfect duo.



Originally Posted by Anska
... I hadn't connected those dots yet to give Kagha a tragic backstory. Kagha would have made more sense as a companion, exiled from her Grove on a path of maybe-redemption or not.

Kagha would have certainly made for a better companion, though they only doubled down on races and classes liek that with Halsin Sue, because people are thristing for him. I would have hoped for a certain halfling bard instead or maybe a dwarven paladin or a gnome artificer (given the involvment of the artificer class, that class should have been in there and given the involvment of gnome artificers to the main plot, a companion from the Iron Hand for example would have been great)


"We are all stories in the end. Just make it a good one."

Doctor Who