Her home, bar, and underground speakeasy that she shared with a clan of otterfolk. It's...it's fine, everyone made it out... it's fine...
Her home, bar, and underground speakeasy that she shared with a clan of otterfolk. It's...it's fine, everyone made it out... it's fine...
Eh, I'd definitely say it's not a "don't ever do this" scenario. For player agency matters- if luck had been on our side (if I'd rolled a longer fuse, if we'd coordinated better, if I'd gone down instead of up first) then yeah, we could have diffused them. Regardless, I think it works for the story. First off, it's something I gave myself in my backstory, not something I earned in-game. Secondly, I acknowledged that having this bar to defend was reducing my character's desire to go after the main story line (so I shouldn't have been surprised ;) ). Third, this is intended as a short campaign so I think bigger character's-life-changing events are reasonable if not even expected. And most importantly of course, I trust my DM to make a good story, and he trusts me to help move the story forward in interesting ways. (despite what I said about defending the bar, I can find character reasons to move forward if I need to and have in the past.)
If you're having fun, you're having fun. But you provide a lot of context in text that's not in the graphic.