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* CerebusRetcon: Happens to Geth's flatness in ''The Final Season''. What started as a joke about players being able to speak things into canon (alongside the planet's twin suns and space coming down at night) is changed to a signifier that [[spoiler:Geth isn't a planet at all, but rather a seal on a portal to a dimension of immensely powerful unspeakable horrors, who will overrun the not-a-planet in a week if let out]].



* CloneByConversion: In "Sect Appeal" [[spoiler:this turns out to be the cultist's plan; rather than grow Egbert clones from scratch, they're going to inject townsfolk with a serum to transform them into them.]]

to:

* CloneByConversion: In "Sect Appeal" [[spoiler:this turns out to be the cultist's cultists' plan; rather than grow Egbert clones from scratch, they're going to inject townsfolk with a serum to transform them into them.]]



** Egbert can command people to do what he wants. He uses this ability in both helpful ways (Making a guard shout in "Quiet Riot!" and break the rules of his own religion) and ways that are just...well, bizarre.

to:

** Egbert can command people to do what he wants. He uses this ability in both helpful ways (Making (making a guard shout in "Quiet Riot!" and break the rules of his own religion) and ways that are just...well, bizarre.
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add the D&D But one-shots

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!!D&D But... Everyone's a Kobold
Ellen, Mike, Andy, Jane and Johnny are kobolds who are trying to keep their leader from being disturbed on the eve of a great festival, a task significantly complicated by a party of adventurers deciding to take a shortcut through their cave. And the fact that they're playing entirely standard D&D kobolds with only 5 hit points each. (DM: Luke)
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* ConvenientReplacementCharacter: Whenever a kobold dies (which happens a lot), there's always another kobold just down a nearby tunnel for the player to take control of and get back into the action.
* DistinctionWithoutADifference: When the wizard casts an area-of-effect attack spell on the kobolds, Luke has the players roll saving throws and describes how the spell kills the ones who failed their saves. Then he points out that passing the saving throw means the character takes half damage, which considering how squishy the kobolds are means that even the ones who passed and were at full health take enough damage to kill them outright.
* ProtagonistCenteredMorality: Lampshaded at the end, when Luke points out that, in saving the festival, the kobolds have caused the adventurers' mission to fail, with terrible consequences for the world beyond the caverns (none of which the kobolds are aware of or care about). The entire scenario is an inversion of the usual protagonist-centered morality involved when adventurers meet kobolds, as the speed with which the adventurers default to "let's just kill any kobold that gets in our way" is not atypical but is a lot more obvious when the kobolds and not the adventurers are the protagonists.

!!D&D But... Everyone Has Amnesia
Mike, Jane, and guest Sullivan Brown (of No Rolls Barred and Chaotic Neutral) are equipped with scratch-card character sheets with all the stats and skills hidden until the first time they're used, as they play three shipwrecked travellers who awaken on the shore of an island and realise they have completely lost their memories. "Tiddles" the blue-clad tabaxi (Mike), "Manbird" the yellow-clad aarakocra (Sullivan), and "Red" the red-clad human (Jane) go in search of other survivors and a chance to find out who they are -- but will they like the answers they find? (DM: Luke)
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* AmnesiacDissonance: It's foreshadowed as a possibility that the characters' true identities may be very different from their amnesiac personalities, especially after it's revealed that [[spoiler:they were on a prison ship and Tiddles is wearing the outfit denoting the most dangerous class of prisoner]]. In the end, [[spoiler:Tiddles and Red are heroes after all, who were imprisoned by a corrupt regime they attempted to overthrow, and the most villainous of the three (though still not very villainous) is Manbird -- who was one of the guards]].
* AmnesiacHero
* AmnesiaDanger: The situations encountered by the characters would be significantly easier to deal with if they had access to their full skill sets and could remember which of the island's other occupants are friends or enemies.
* AmnesiacVillainJoinsTheHeroes: [[spoiler:Downplayed example. It turns out that while Tiddles and Red are political prisoners who were arrested trying to overthrow a corrupt regime and had their memories taken in captivity, Manbird was one of their guards who lost his memory after messing about with the memory-erasing device. However, he was never particularly attached to the ideology of the regime, unlike the other guards they encounter, so even after he gets his memory back he's happy to stick with his new friends.]]
* MemoryJar: The characters learn that they didn't just lose their memories in the shipwreck; their memories were deliberately removed and stored in a magical artifact. Their goal then becomes to retrieve the artifact and get their memories back.
* NameAmnesia: The characters don't even remember their own names.
* OnlyKnownByTheirNickname: The characters only learn their real names near the end, so for most of it they refer to themselves and each other by nicknames they've adopted.
* QuestForIdentity: The characters wake up on a deserted beach with no memory, and set out to find out who they are.

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