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I went and saw him about two weeks ago at the Sydney Opera House, and they've now released the full interview. Sydney Opera House wrote: Sir Terry Pratchett is best known for his Discworld series of comic fantasy novels that have been translated into 32 languages and sold 65 million copies. In 2007 he was diagnosed with early onset Alzheimer’s and subsequently began a public discussion about the disease and physician assisted suicide.In his only Sydney talk he took part in a lively discussion about his life and work. I was poking around my USB memory stick last night and I discovered that I had kept all seven versions of the progressive editing of my wondrous item, the starborn seeds of manifest denial which made it through to the top 32 last year. Hopefully the you’ll find the stages I went through informative on how to get through to the top 32 yourself! 1st Draft
Spoiler:
Aura moderate abjuration; CL 11th Slot Neck; Price 23,760 gp; Weight - Description This tiny glass vial is etched with runes and hangs from a simple silver chain. The vial contains a mouthful of an unpleasant, acrid elixir. A creature drinking a bitter dose of scepticism gains a palpable and irrational cynicism about the supernatural for 11 rounds. The potency of the wearer’s denial of magic has the following effects: The creature gains a +4 morale bonus to Will saving throws against illusions and Sense Motive checks, plus immunity to supernatural fear effects. If the creature is charmed, its attitude towards the caster becomes indifferent rather than friendly. The creature treats any conjuration (summoning), conjuration (creation) or evocation spell or spell-like ability targeting it as a shadow conjuration or shadow evocation as appropriate, allowing an additional Will save for diminished effectiveness as shown below: Conjuration Spell Level Evocation Spell Level Reality 1-3 1-4 20%
The creature automatically attempts a saving throw to negate any (harmless) spell or spell-like ability targeting it. The liquid slowly accumulates at a rate of one dose per day as long as the vial is worn. Significant exposure to deceit fills the vial. If the wearer fails a saving throw against an illusion spell or a Sense Motive check, the vial immediately fills. Construction
Errors with this incarnation included:
Note that the core mechanic of using the reverse of shadow conjuration / evocation as a defence was in there from the first draft. I personally feel that the “create an interesting mechanic” part of wondrous design is probably the most important. 2nd Draft
Spoiler:
Aura moderate abjuration; CL 11th
Slot -; Price 23,760 gp; Weight - Description This finger-length stem of wrought noqual starmetal supports a gossamer sphere of pale green crystals. Once per day, the possessor can disperse the crystalline pappi of the counterfeit dandelion with a single breath. A lazily-drifting shroud of noqual surrounds the creature activating the celadon dandelion of denial, diminishing the reality of magic within for 11 rounds. This has the following effects: The possessor gains a +4 resistance bonus to saving throws against illusions, plus immunity to supernatural fear effects. If the possessor is charmed, its attitude towards the caster becomes indifferent rather than friendly. The possessor treats any conjuration (summoning), conjuration (creation) or evocation spell or spell-like ability targeting it as a shadow conjuration or shadow evocation as appropriate, allowing an additional Will save for diminished effectiveness as shown below: Conjuration Spell Level Evocation Spell Level Reality 1-3 1-4 20%
The possessor automatically attempts a saving throw to negate any (harmless) spell or spell-like ability targeting it. Construction
Here we get the first look at its final shape – that of an enchanted dandelion decided upon when waiting for my kids to get out of the car and staring blankly off into the grass on the side of the road.. Later on I baulked at using “dandelion” in the title because it seemed a little “wussy”. "Celadon" came up when I was searching for synonyms for green and it stuck. This version has basically the same effects as draft #1. Note the use of the word “pappi” to technically describe the dandelion seeds which got edited in a later version. The reason for this edit was directly linked to the also-ran thread in 2009 when I used the term “daemon pate” to describe the top of a outsider’s skull, but it’s similarity to “pâte” caused many LOLs in the judge’s chambers. “Pappi” wasn’t going to fare much better. Draft #3
Spoiler:
Aura moderate abjuration; CL 11th
Slot Neck; Price 23,760 gp; Weight - Description This finger-length stem of glazed ceramic supports a gossamer sphere of delicate noqual crystals. The charm is worn like a brooch, and provides a +2 resistance bonus to saving throws against spells or spell-like abilities. Once per day, the possessor can disperse the counterfeit dandelion’s skymetal seeds with a single breath, a standard action that does not provoke an attack of opportunity. The luminous, languid noqual cloud surrounds and follows the possessor for 11 rounds before the seeds settle back on their stem. The cloud does not obscure sight and can be dispersed by winds as a fog cloud. The seeds weaken the physical manifestation of magic targeting the wearer. The wearer treats any conjuration (summoning), conjuration (creation) or evocation spell targeting it as a shadow conjuration or shadow evocation as appropriate spell targeting the possessor is instead treated as an illusion (shadow) spell similar to shadow conjuration or shadow evocation. This allows a Will saving throw to disbelieve the unreal portion as shown in the table below. The possessor receives a +4 bonus to this saving throw, as if he received a warning that the effect was illusionary. Spell Level
(*) Creatures summoned by conjuration (summoning) effects deal less damage, but keep their full AC bonus and hit points. (**) The cloud suppresses any illusion (figment, glamer, pattern or phantasm) within the wearer’s space and weakens the reality of illusion (shadow) spells by 60%. While the cloud is in effect, the possessor must attempt a saving throw to negate any (harmless) spell cast on him. Construction
Here I’ve trimmed off some of the more extraneous abilities of the item and we’re getting close to the final product. The wording needs more editing as it is still unimaginably verbose. Draft #4
Spoiler:
Aura moderate abjuration; CL 11th
Slot Neck; Price 19,700 gp; Weight - Description This finger-length stem of glazed celadon supports a gossamer sphere of delicate noqual crystals. The talisman acts as a brooch-pin, and provides a +2 resistance bonus to saving throws against spells and spell-like abilities. Once per day, the possessor can disperse the counterfeit dandelion’s skymetal seeds with a breath, a standard action that does not provoke an attack of opportunity. The luminous seeds form a languid cloud that surrounds the wearer for 11 rounds before the seeds settle back on the porcelain stem. The cloud is transparent and can be dispersed by winds as a fog cloud. The seeds weaken physical manifestations of magic targeting the wearer, leaving only insubstantial, shadowy remnants. The wearer treats conjuration (summoning), conjuration (creation) and evocation effects as illusion (shadow) spells similar to shadow conjuration. The real proportions of spells that breach the cloud vary by spell level and are summarized in the table below. The wearer automatically disbelieves the residual illusionary portion. The seeds suppress any illusion (figment, glamer, pattern or phantasm) touched by the wearer and weaken the reality of illusion (shadow) spells by 40%. Spell Level
(*) Creatures summoned by conjuration (summoning) spells deal less damage to the wearer, but keep their full AC bonus and hit points. Construction
Another minor edit to move some text around and get rid of one of the footnotes. Draft #5
Spoiler:
Aura moderate abjuration; CL 11th
Slot Neck; Price 82,000 gp; Weight - Description First created for the Hermit-Emperor Losifan, Slave to the Dandelion Throne, this inscribed disc of green glazed celadon hangs from a brilliant golden chain. The fine porcelain is fired from heavy alluvial clay native to Alkenstar and the sublime, pale green color of the glaze reflects the noqual skymetal crystals blended with a closely guarded alchemical recipe. The talisman provides a +4 resistance bonus to saving throws against spells and spell-like abilities. The seal also creates an invisible defensive sphere around the wearer that weakens physical manifestations of magic, leaving only translucent, shadowy remnants. The wearer treats conjuration (summoning), conjuration (creation) and evocation effects as illusion (shadow) spells similar to shadow conjuration. The real proportions of spells that breach the sphere vary by spell level and are summarized in the table below. The wearer automatically disbelieves the residual illusionary portion. The sphere also suppresses any illusion (figment, glamer, pattern or phantasm) touched by the wearer and weakens the reality of illusion (shadow) spells by 40%. Spell Level
(*) Creatures summoned by conjuration (summoning) spells deal proportionally less damage to the wearer, but keep their full AC bonus and hit points. Construction
Oh no! It's all gone horribly wrong – look at the overdone backstory and horrible multi-adjective name! I was wandering around and thought “The Thirty-First Celadon Seal” had a nice ring to it. It didn’t really. Draft #6
Spoiler:
Aura moderate abjuration; CL 11th
Slot Neck; Price 82,000 gp; Weight - Description This small disc of green glazed celadon hangs from a brilliant golden chain and bears an elaborate counter-relief emblem. The fine porcelain is fired from heavy, magic-dead clay native to Alkenstar. The sublime, pale green color of the glaze derives from a blend of noqual skymetal and a closely guarded alchemical recipe. The talisman provides a +4 resistance bonus to saving throws against spells and spell-like abilities. The seal also creates an invisible defensive sphere around the wearer that weakens physical manifestations of magic, leaving only insubstantial, shadowy remnants. The wearer treats conjuration (summoning), conjuration (creation) and evocation effects as illusion (shadow) spells similar to shadow conjuration. The real proportions of spells that breach the sphere vary by spell level and are summarized in the table below. The wearer automatically disbelieves the residual illusionary portion. The sphere suppresses any illusion (figment, glamer, pattern or phantasm) touched by the wearer and weakens the reality of illusion (shadow) spells by 40%. Spell Level
(*) Creatures summoned by conjuration (summoning) spells deal proportionally less damage to the wearer, but keep their full AC bonus and hit points. Construction
I’ve tried to come to my senses and remove the backstory components in this version. Still tossing up between the “Seal” and the “Dandelion” aspects of the item. FINAL
Spoiler:
Aura moderate abjuration; CL 11th
Slot Neck; Price 19,700 gp; Weight - Description This finger-length stem of glazed celadon supports a gossamer sphere of delicate noqual crystals. The talisman acts as a brooch-pin, and provides a +2 resistance bonus to saving throws against spells and spell-like abilities. Once per day, the possessor can disperse the counterfeit dandelion’s skymetal seeds with a breath, a standard action that does not provoke an attack of opportunity. The luminous seeds form a languid cloud that surrounds the wearer for 11 rounds before the seeds settle back on the porcelain stem. The cloud is transparent and can be dispersed by winds as a fog cloud. The seeds weaken physical manifestations of magic targeting the wearer, leaving only insubstantial, shadowy remnants. The wearer treats conjuration (summoning), conjuration (creation) and evocation effects as illusion (shadow) spells similar to shadow conjuration. The real proportions of spells that breach the cloud vary by spell level and are summarized in the table below. The wearer automatically disbelieves the residual illusionary portion. The seeds suppress any illusion (figment, glamer, pattern or phantasm) touched by the wearer and weaken the reality of illusion (shadow) spells by 40%. Spell Level
(*) Creatures summoned by conjuration (summoning) spells deal less damage to the wearer, but keep their full AC bonus and hit points. Construction
Final version as entered into RPG superstar 2010. A rock-like, black shell sheathes the bulbous body of this hovering, spheroid abomination. Obscene swells of pallid flesh spill forth from groaning fissures in the creature’s shell, exposing numerous large, twitching, segmented appendages. Its wide, tooth-ridden maw exposes an iridescent void which emits a disconcerting, rhythmic hum. Astrumal CR 5
Nightmare creatures birthed from the twisted essence of Leng, astrumals are slaves to their hunger, despite their intelligence, driven to devour worlds in a ravenous frenzy. The abominations emit a sinister magnetic field driving nearby creatures berserk or catatonic. An astrumal also uses this field to sense its surroundings, read surface thoughts, incapacitate foes or electrocute enemies, quickly burning out their fragile minds. The monster’s magnetic aura also provides control over metallic objects and enables its flight. Denizens of Leng rain astrumals on Material Plane worlds as instruments of genocide against hapless mortal populations that provoke their ire. Astrumals spawn quickly after feeding and, if left unchecked, spread across the world leaving frenzied anarchy and collapsed civilisations in their wake. The teeming abominations strip the crust of organic matter before slaking their endless thirst on the iron-rich magma at the planet’s core. When the husk finally collapses millennia later, astrumals leave the barren rock and float across the vast dark gulfs between the stars looking for new worlds, rich with life and metals, to decimate. A planet’s magnetic poles attract astrumals and it is here the inhabitants first glimpse the pale lines of meteoric fire which foreshadow the coming devastation. Haga
Despite the danger, some foolish emperors, petty tyrants and generals are desperate enough to request a haga’s council, yearning for unnatural knowledge and willing to pay in blood. Both heads of the creature speak simultaneously during these correspondences, one lamenting woeful visions, the other describing auspicious omens. Hagas find delight in arranging historically critical moments, patterns across mortal generations, and the confluence of improbable but poignant disasters. The peak of haga artistry entails choreographing wars and predicatively composing flawless abyssal runes or infernal litanies from the dying soldiers and falling battle debris. Powers and Abilities: Hagas are physically powerful, able to snatch creatures as large as a bull in their talons before tearing the creature apart with their razor-sharp beaks. Their eyesight is keen like most birds of prey and can pierce magical deception. Hagas are ageless creatures of cruel omens and dread fate, able to divine future events, see distant places, speak with the slain, and answer almost any question by reading the splay of the flesh and splatter of the blood. This insight also makes these raptors deadly in combat, receiving precognitions into their opponent’s strikes and maneuvers before they occur. Hagas draw power from dying prey when they perform their rites and can manipulate an enemy’s fate through potent curses. Starborn Seeds of Manifest Denial
This finger-length stem of glazed celadon supports a gossamer sphere of delicate noqual crystals. The talisman acts as a brooch-pin, and provides a +2 resistance bonus to saving throws against spells and spell-like abilities. Once per day, the possessor can disperse the counterfeit dandelion’s skymetal seeds with a breath, a standard action that does not provoke an attack of opportunity. The luminous seeds form a languid cloud that surrounds the wearer for 11 rounds before the seeds settle back on the porcelain stem. The cloud is transparent and can be dispersed by winds as a fog cloud. The seeds weaken physical manifestations of magic targeting the wearer, leaving only insubstantial, shadowy remnants. The wearer treats conjuration (summoning), conjuration (creation) and evocation effects as illusion (shadow) spells similar to shadow conjuration. The real proportions of spells that breach the cloud vary by spell level and are summarized in the table below. The wearer automatically disbelieves the residual illusionary portion. The seeds suppress any illusion (figment, glamer, pattern or phantasm) touched by the wearer and weaken the reality of illusion (shadow) spells by 40%. Spell Level
(*) Creatures summoned by conjuration (summoning) spells deal less damage to the wearer, but keep their full AC bonus and hit points. Construction
Hi Guys, Below is my rejected scenario ready for your outrageous slurs thinly disguised as constructive criticism. :) Scenario #45: The Tauren Imbroglio Introduction A week ago, Naur Spiritkin hosted two warrior-chiefs of the seaborne Twisted Spine minotaurs. At the crescendo of the fealty feast, they slipped the surprised albino a goblet poisoned with an elixir of feeblemind. As the “minotaurs” reverted to hulking half-orcs, they steered the befuddled minotaur away into the night. A month previous, Grandmaster Torch discovered a concealed tunnel, a secret exit from the subterranean vaults under Azlanti Keep. His informants revealed the chambers held detailed genealogical records, title deeds, and irreplaceable state treasures, including the Ruby Heart of Spite. The tunnel contained impossible mazes along its length to stymie unwanted incursions, thus necessitating Torch’s abduction of a compliant, forgetful guide whose natural cunning could navigate a three-dimensional labyrinth. Torch’s lackeys were to return Naur to his comfortable bed, healed of the feeblemind and ignorant of the heist. Ivtam Scheel, an avaricious rival Pathfinder obsessed with the Ruby Heart of Spite, led Torch’s team as they successfully traversed the mazes, evaded the guardian earth elemental and left behind a precautionary trail of invisible twine. Once within the vaults, an unchecked patch of russet mold overwhelmed three good men in a dank hallway, birthing a new crop of vegepygmies. The salt mephit, Essofhor, desiccated two more before recommencing his dehydration of the humid sea air threatening the archive’s fragile documents. The chamber’s archivist, a disgruntled skeletal champion named Cymanthus, slaughtered four more. The First Guard long ago thwarted Cymanthus’ pursuit of lichdom, imprisoning him here to catalogue Absalom’s eternity. The group’s panicked remnant, Ivtam, the bespectacled sage Doresmo and Naur, set off a powerful magical trap, which encased them in an inverted prismatic sphere. They now wait huddled inside their blinding prison for the First Guard to execute them. Summary Grandmaster Torch approaches the Pathfinders for help once Ivtam misses the rendezvous. He tempts materialistic PCs with the Ruby Heart of Spite, and the opportunity to humble a rival Pathfinder. For atypically altruistic Pathfinders he points out Naur is innocent, in danger and needs rescuing. The PCs follow the twine to the archive vaults using a potion of see invisibility. The earth elemental guardian interrupts their journey and rams them towards plummeting shafts. Once inside, the characters free Ivtam, Doresmo, Naur and the Ruby Heart of Spite by individually circumventing each color via a series of switches. These switches reside within alcoves warded by a single layer of the corresponding color. The PCs can devise their own methods of bypassing each layer, but the following are indicative solutions: - The vegepygmies (who do not speak, but can communicate in other ways), Essofhor and Cymanthus each have immunities which can assist in bypassing layers. Each of the three wants another dead and are willing to drive a murderous bargain.
As the characters are leaving, an advance squad of First Guards arrives in hot pursuit. Encounter #1 – Elemental An earth elemental ambushes the PCs using earth glide and shoves them down shafts. Encounter #2 – Prismatic Sphere Doresmo gives hints into the nature of the sphere and the Pathfinders use their resources to undo the trap. Encounter #3 – Russet Mold A gang of vegepygmies grown from Torch’s men who want Essofhor destroyed. Encounter #4 – Essofhor The extraplanar anhydrous agent wants the russet mold destroyed. Encounter #5 – Cymanthus Cymanthus is a skeletal champion wizard who wants Essofhor destroyed for a century of crass insults. He has a supply of spirits, which PCs can use to destroy the russet mold. Encounter #6 – First Guards (optional) A mixed-class group of guards intent on pursuit. The PCs can win this encounter by reaching the maze. Conclusion If the characters fail, the First Guard finds and summarily executes Ivtam, Doresmo and Naur. If the characters succeed, the three escape and the Ruby Heart of Spite is added to the Pathfinder’s treasure vaults much to Ivtam’s chagrin. I have a lawful evil cleric player who wants to summon a Pit Fiend using greater planar ally (1 day per caster lever – extremely hazardous task). As devils don’t accept American Express, what type of infernal payment do you think a lord of the Hells should ask for? GPA text spoilerified for your convenience:
Spoiler:
By casting this spell, you request your deity to send you an outsider (of 6 HD or less) of the deity's choice. If you serve no particular deity, the spell is a general plea answered by a creature sharing your philosophical alignment. If you know an individual creature's name, you may request that individual by speaking the name during the spell (though you might get a different creature anyway). You may ask the creature to perform one task in exchange for a payment from you. Tasks might range from the simple to the complex. You must be able to communicate with the creature called in order to bargain for its services. The creature called requires a payment for its services. This payment can take a variety of forms, from donating gold or magic items to an allied temple, to a gift given directly to the creature, to some other action on your part that matches the creature's alignment and goals. Regardless, this payment must be made before the creature agrees to perform any services. The bargaining takes at least 1 round, so any actions by the creature begin in the round after it arrives. A task taking up to 1 minute per caster level requires a payment of 100 gp per HD of the creature called. For a task taking up to 1 hour per caster level, the creature requires a payment of 500 gp per HD. A long-term task, one requiring up to 1 day per caster level, requires a payment of 1,000 gp per HD. A nonhazardous task requires only half the indicated payment, while an especially hazardous task might require a greater gift. Few if any creatures will accept a task that seems suicidal (remember, a called creature actually dies when it is killed, unlike a summoned creature). However, if the task is strongly aligned with the creature's ethos, it may halve or even waive the payment. At the end of its task, or when the duration bargained for expires, the creature returns to its home plane (after reporting back to you, if appropriate and possible). Hi Guys, What about a set of four d20s, each that takes into account the -5 penalty for iterative attacks? i.e. Die #1 (Red): Normal d20
To roll a full attack with four attacks, just pick up the four dice and roll, adding your highest BAB to each roll. Simple. The only complexity I can see would be determining critical threats (perhaps a circle or triangle around the highest and lowest numbers on the dice). What do you think? Is the Tome of Horrors version of the Nabbasu the same as those presented here (Fiendish Codex I: Hordes of the Abyss)? Obviously I don't have the Tome of Horrors, and I'm just making sure I'm using a reliable source for the beastie. I thought I’d start a Think Tank thread on Save or Die spells in 3.P. While some work has been done on the specifically “save or die” spells (I’m looking at you finger of death), others such as flesh to stone and dominate person are still hanging around. To start us off, I thought I’d bring a little analysis to the table (Danger! Contains math!). Conclusion: Save or Die overpowered.
Spoiler:
Introduction This analysis shows that at some point along the saving throw failure % spectrum that “save-or-disable/die” tactics are equivalent to “damage” tactics. By finding this point and comparing it to the current saving throw success % we can perhaps find ways to balance the two tactics. I’ve listed as many of my assumptions as I could think of. Feel free to pick them apart and we can re-calibrate again. Definitions
Assumptions:
Calculations
Death RateSOD = (1-SR*Save fail %)^(# of attacks)
Meaning that in order for “damage” combat to be equivalent to “Save” combat with the assumptions above, the success rate of any individual spell should be 7.5%. That is, the monster should only fail on a roll of 2 half the time. This came as a bit of shock to me the first time I read it as well. Then I realised in the old days of previous editions (BECMI comes to mind) the flat saving throw of 2+ at high levels was actually balanced. Sensitivity
If we change the assumption that only one member of the party is using SOD, and an expected combat duration of 3 rounds, the expected save fail % is 28%. This means that a single SOD tactician is equivalent to a 4 member party that consists entirely of damage dealers when the enemy saves on a roll of 6 or better.
Rectification ideas
SOD spells are only effective if the target rolls a 1 or 2 on their save.
Pros:
Cons:
Increase saves
GF / IW / LR
Pros:
Cons:
SoD use multiple slots
Pros:
Cons:
SoD does damage instead
Pros:
Cons:
Edit:
This is a re-post over here from the Sinister Adventures site for all you Paizoians: I don’t know about you, but I’ve been goin’ crazy waiting for the next wave of Indulgences, Dark Vistas #1: Razor Coast and the results of the Booty contest to see if I can I make it two from two (2 months is too long man… I’ve got the shakes and everything). So instead of channelling that nervous energy into some kind of severe mental illness, I’ve put together a Razor Coast themed adventure as an amateur catharsis for you all to share! A Fandulgence if you will, while we wait for the real stuff to come out. They Fled the Westward Dawn The honest oaken decks of The Westward dawn have seen their share of blood split. No ship is as reviled by the Razor Sea’s pirates as the 36-gun frigate that has hauled innumerable of their fellows to the sturdy gallows at Port Shaw. The crew, straight-laced and brave against the cannonade, do their duty reliably and commendably when called to action. However, this time their enemy is the infernal, howling squall that bears down on their timbers, and the desperate, soulless psychopaths huddled together below. An adventure for 1st or 2nd level soulless psychopaths. Follow the link below (click on the “Click HERE to start preparing your file to download” , skip through about 5 ads because I’m too tight to pay for file hosting): DMtrius With the next RPG Superstar competition now only ‘months away’, what round tasks would you like to see featured in RPG Superstar 2.0? E.g. Round 1: Design a magic weapon or armour
*As RPG Superstar ver1.0 Now that we've seen then top 32, and have a feel for what the judges were looking for, let's have another crack at it just for fun. Bring out one of your more suitable "B" items or create new one from scratch! Like so: Grasping Talons of Avarice These supple gloves look like the talons of a red dragon, but are actually constructed of thousands of minute rubies with palms of woven gold. As a standard action, the wearer of the Talons may make a touch attack that transmutes the flesh of the subject into a horrific crust of gold and precious gems (Will DC 16 negates). Any existing open wounds coagulate into macabre clots of rubies, which often weep infected topaz. Emerald cysts and diamond bone-spurs also spontaneously burst from the target’s skin. The transformation hampers the subject’s movement, dealing 1d6 points of dexterity damage. If the subject is reduced to 0 dexterity it becomes petrified (as flesh to stone). The dexterity damage and the petrifaction can only be removed with spells that counter bestow curse or with direct exposure to sunlight (including the daylight spell). Exposure to sunlight for 1 round causes the crust to sublime, sloughing off as a mix of evaporating gold and gore. All dexterity damage is exchanged for constitution damage at the end of the round. This constitution damage may be healed normally. Moderate Transmutation and Necromancy; CL 11th; Craft Wondrous Item, bestow curse, flesh to stone; Price 88,000 gp; Weight 0.5 lb. Mmmm ... item ... creation ... so ... cathartic. |
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