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MisterSlanky's page

Goblin Squad Member. Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber. FullStarFullStarFullStarFullStar Pathfinder Society GM. 2,609 posts (2,632 including aliases). 42 reviews. 2 lists. 1 wishlist. 11 Pathfinder Society characters. 3 aliases.


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Shadow Lodge ****

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Just Humans. Let's make Golarion human-centric again. ;-)

Shadow Lodge ****

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Painlord wrote:

3. I still get a kick out of talking to yahoos that I haven't seen since the last PaizoCon. PFS is a pretty transient community and so I expect some turnover over time, but it's always nice to see a familiar face from last time.

This year's big thrill was the return of MisterSlanky, who I last saw in 2011 at The Greatest Game of PFS Ever Played. We played in another game this weekend and I can't say enough about that factor of PaizoCon: the social aspect where we are coming together to jointly rejoice in a common passion.

Aaaaaaw, I love you too Painlord.

Seriously, great convention and worth every minute. Almost makes me want to find time to post more again so I don't have to wait a year to see all of you.

Shadow Lodge ****

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I feel like such a Pathfinder right now. We were given limited information and told to connect dots on using an item in no way that made sense.

Is this what those terrible "Venture Captains" do to their fodder? If so, it's strange they haven't rebelled so far.

Shadow Lodge ****

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Painlord wrote:


I get the feeling that the tables really like the theme. There is already a lot of 'dark' talk at our table, figuring out how many quickrunner shirts we can buy as Aspis agents. Yes, I kid, but we did talk about it.

Don't make me break your neck too.

Shadow Lodge

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So um...24 point buy isn't really a "thing" in Pathfinder (I mean I "can" do it I suppose). Was this a typo of 25, or was it a hearkening back to 3.5 (where I've all but forgotten the point buy system there) and the value is really 20 or something?

Anything else we should be aware of in character builds Erik?

Shadow Lodge

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Leg o' Lamb wrote:
Dude, we get in at noon local time.

Flight lands at 12:15. I will likely have to check a bag. Get to baggage claim at 12:30. Get bag and be out by 12:45. To hotel where after a flight I'll want to drop off my bag, which at best puts us at 1:00 start-time.

Unless you don't want a drink after all that. :-P

Shadow Lodge

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graypark wrote:
I'd be interested in 5-02 The Wardstone Patrol.

I'd do that. I've played the first four on the list, the rest are fair game.

Shadow Lodge

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Was looking at the Thursday events too and unfortunately all doing PFS start before my arrival time of around 2:00. Oh well.

Unless somebody wants to get one started. ;-)

Shadow Lodge

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Not going to rehash anything already said, but I'm clearly in the "stealth nerf for quite a few builds" camp.

I just got around to converting my PFS low dex/high HP barbarian.

Things like Raging Vitality (not technically a rage power) become far less compatible with the new rage. I find myself losing out on a lot of damage potential with the ability to have only one stance active (as opposed to just continued eating of penalties to my AC). Overall it took me about 20 minutes to discover I was fundamentally worse off taking the new class.

Another one I noticed was the nerf to Auspicious Mark. It used to be fueled by your rage rounds (which were copious at high levels) and is now 1x/day. That one hurts.

Shadow Lodge

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It's been slow, but certainly working as expected as I slog through the events.

Shadow Lodge

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Painlord wrote:
Majuba wrote:
Not as intense as the full-on event style M&E, but it's a great experience (just ask Painlord!)

Painlord is usually drunk by this point and is happy to be merely clothed and not dancing naked upon the tables.

Surely, if you ask Painlord anything, it should not be this.

I wonder if MisterSlanky will be drunk with you.

You can read into that however you want.

Shadow Lodge ****

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Andy didn't include my comment. I'd like to point out that at least 100 of those stars were earned while not sober. That has to be a record!

Well done on breaking the record Jon!

Shadow Lodge

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Oh so very much count me in. My praise for Kortes is legendary.

Shadow Lodge ****

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Chris Mortika wrote:
I may be an aberration in this, but I don't believe any of my characters have *ever* had to keep track of rations in PFS. Not walking back from the heart of the Mwangi, not on several 3-month trips over the crown of the world to and from the Dragon Empires.

I've done it a handful of times, usually to stress a point.

Spoiler:
Last time I did it was for Rebel's Ransom. I wanted to press how long of a travel the group had from civilization to the dungeon complex so when a certain bad-guy did a certain bad-thing, the group understood the gravity of the situation.

Shadow Lodge ****

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Matthew Trent wrote:
But ninjas don't have Trapfinding or Evasion.

You don't need trapfinding to find traps. I'm at work, so I admit being wrong about evasion. They get other goodies instead.

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ErrantPursuit wrote:
@MisterSlanky Ninja/Paladin? I'm a little curious how you put that together. I'll admit I don't see the obvious synergy in classes. Sure, Charisma is a shared focal stat, but after that?

Fun more than anything.

I had a boon giving me access to a single Eastern weapon. I chose the meteor hammer, and with it two-weapon fighting. The ninja levels let me do a number of things. Beef up my horrible skills, give me access to some useful team abilities such as removing traps, get access to the ninja trick that lets you do strength or dex damage on every hit, and access to tidbits like evasion and a ki pool (which is a godsend in terms of getting from point A to B, and getting in extra str or dex damaging attacks).

Thematically, it let me create a Paladin of Irori.

That's why it was synergistic.

Shadow Lodge ****

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I love my Ifrit Paladin/Ninja (or Paninja or Ninjadin depending on your choice of words).

Dumb as a box of rocks, too cloistered to have any street smarts, and fun as hell to play as the ditzy redhead.

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Silbeg wrote:

So, thank you all, and thank you MisterSlanky for your help!

I need to run this one again, and also look forward to playing it someday!

Glad my advice paid off. I really enjoy this scenario's story, so hearing it went well is pretty awesome.

Shadow Lodge ****

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I still think the rule is silly for all the reasons that if you care to know you can dig them up in my post history.

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Nefreet wrote:

I do not see ambiguity in the Guide.

"When playing your own character, all conditions (including death) not resolved within the scenario or module must be resolved by the end of the adventure. All conditions gained during an adventure, except for permanent negative levels, ability drain that does not reduce an ability score to 0, and conditions that provide no mechanical effect, must be resolved before the end of the session; if these are not resolved the character should be reported as ‘dead.’"

As somebody who argued fervently against Andrew when this came up a few years ago and still think the whole decision is silly (if you get a GM that refuses to stick around to let you roll 100x to get better) I must also confirm that Nefreet posted and what Andrew is saying is correct. The intent, and the wording is very clear - you must eliminate ALL conditions (including stat damage) before you walk away from the table. If a GM says "I'm leaving" after two rolls, you'll have to pay.

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Darius Silverbolt wrote:
Welcome to the retirement club!

+1

Mmmmm, extra free time.

Shadow Lodge

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I have a very broad request for advice on alchemists. I think that I've discovered that it's not that I don't like alchemists, it's that I have absolutely zero concept on how to build an alchemist to do anything reasonably well, especially with my desire to have "different" character builds. It's almost as if everything just pigeonholes all Alchemists into a bomber or "Mr. Hyde" build. I want neither, but I’m willing to work with a hybrid of the two.

I have no interest in being optimized. Being useful is good, being optimized is not. In other words, I don’t want to be a fifth wheel, and I want to have moments to shine (as would any player). Furthermore, the idea of sitting in the back with a 20+ INT chucking bombs does not appeal, but neither does using feral mutagens (been there, don’t want to do that again). I do like the idea of a selfish magical rogue though, so that’s I suppose someplace to start.

I have the following PFS legal Tengu Alchemist build, and I’m looking for advice on direction.
The following cannot change
Level 4 Internal Alchemist/Crypt Breaker
STR: 14, DEX: 16, CON: 12, INT: 16, WIS: 12, CHA: 8
Feats: Point Blank Shot, Precise Shots
Discoveries: Precise Bombs, <One Open Slot>

So where to go? Give me some ideas that I might not be thinking of. Do I wind up taking mutagen to get rid of the horrible crypt breaker draught? Thoughts that have crossed my mind which I’d like insight on if you can are using Breath Weapon Bomb and staying in melee range, maybe going the mummification route, or maybe the spontaneous healing route. Is explosive projectile worth considering? Seriously, anything that gives me an idea or two.

Shadow Lodge ****

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I don't see how that could be legal. The moment you remove the requirement to be AA level 1 (i.e. while you are still legally taking AA level 2, your level 1 requirement is no longer met), you've invalidated the ability to be an AA altogether.

I do not believe retraining lets you retrain into illegal builds.

Shadow Lodge ****

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For classes with animal companions it is not at all difficult to get the spell carry companion, and once you hit 7(ish) you should be considering hosteling armor. I don't care if it "nerfs" an AC class, if the rest of the group has to take off armor and peace tie weapons in

Spoiler:
The Blakros Matrimony
, then a war trained animal with razor sharp claws and teeth isn't going to be allowed in unless you want me to tie it up.

GM made a good call; there are certain scenarios where an animal, trained or not, is not welcome. Might you have to take extraordinary measures to deal with this? Probably, but you're Pathfinders for god's sake. Hopefully the players can be adult enough to realize this.

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Netopalis wrote:
The Temple of Empyreal Enlightenment (Be prepared to fudge a few rolls or deal with character death)

You've really planned out your game days to try to facilitate eventual leveling. Be prepared for ToEE to throw a complete monkey wrench into that. There's a damn good chance characters will die.

I've TPKed one table, and one of our local GMs has TPKed three I believe.

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Cheapy wrote:
MisterSlanky wrote:
Cheapy wrote:
One of the reasons was that they were stepping on the toes of the rogue too much. And it's true. There's little reason to play a rogue when you could play a Vivisectionist, if it was the sneak attack you were going after.
Cheapy, since you were not involved in the internal conversation on why Vivisectionists were banned, can I ask where/how you can make such a definitive statement?
Linked it above, but then I saw this post. There ya go!

I'm sure that's what the poster may have thought was said, or it may have been said, but being involved in the original discussion, I can assure you that it was far, far more detailed.

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Cheapy wrote:
One of the reasons was that they were stepping on the toes of the rogue too much. And it's true. There's little reason to play a rogue when you could play a Vivisectionist, if it was the sneak attack you were going after.

Cheapy, since you were not involved in the internal conversation on why Vivisectionists were banned, can I ask where/how you can make such a definitive statement?

Shadow Lodge

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On second thought, you might (big might) want to look into Shattered Star. I've only gone through #1 so far, but it's a very "classic" dungeon delve (and from what I understand the most megadungeon-esque of the APs. If you're looking for something more classic, it's hard to get more classic than that.

I would worry about the Lust shard, but I have no idea how far it pushes PG-13 as I haven't read that far.

Shadow Lodge

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captain yesterday wrote:
Kingmaker or Skull & Shackles

From what you said I would not run Kingmaker (the most "sandboxy" of all of the AP choices out there). I would also question Skull and Shackles knowing of some of the more adult pirate themes (which of course you could try to cut out).

Council of Thieves wouldn't be horrible from "have the kinds run it" front (I went through #3 and didn't have any problem with adult themes), but the whole thing is so-so in terms of content.

I second Legacy of Fire. You'd have to convert, but it's a really fun story and pretty railroady. The "typical" fantasy theme is very Arabian Nights, but that's certainly not a bad thing.

Shadow Lodge

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I've done Thornkeep as a PFS home game. It's okay. The dungeon ranges from pretty damn cool to kind of boring, but it's really just that, one massive dungeon delve with very little extra information to go on. If your wife's interested in running something more pre-packaged as a campaign environment with story, I wouldn't suggest it.

Shadow Lodge

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I think it has to do with the new code behind the overall display of the messageboards. Another related problem I've noticed is when you reload the page now, rather than taking you back to where you were in the threads, it defaults to a specific spot in the list and now you have to renavigate to where you were.

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Jiggy wrote:
Quote:
What is important enough about trait retraining that warrants a departure from one of the most basic tenets of the campaign?
The same as the justification for 1st-level rebuilds: room for people to say "oops" after they've done some learning, and be able to do something about it. Yes, some people would use it for other purposes, just like 1st-level rebuilds. But also just like 1st-level rebuilds, I think it'll do far more good than harm for the campaign.

And there is no change to the first level rebuild rules. If you want to retrain your traits because of lessons learned, you may still do so, at level 1.

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Michael Meunier wrote:
The problem is all the innocent bodies the battle leaves in its wake. Not every PFS player wants to participate in the cheese off. Some just want to have a good time at a modest level of challenge. When you make things harder for the min-max crowd, the more casual crowd loses as a result.

Every time I see somebody remind the community of this, I smile a little. One of my major concerns with the direction scenarios have been heading.

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Ferious Thune wrote:
That being said, I think it's important to remember that Mike, Mark, and John just made the change to include retraining, and it just took effect last week. I think it's fair to expect that they may want to see how it works out in practice before expanding the rules.

Bingo.

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Jiggy wrote:
Think about it: in what circumstance would a gamer of the sort you describe want to retrain a trait (or anything else, really)? It's not going to be to correct a mistake, because they did all their planning very carefully. If anything it'll be because a new book came out with a powerful trait in it, but even then, which of their already-uber traits are they going to give up?

Jiggy, I built my wizard around two traits that served me well getting to 12, but now that I am 13.2, serve no purpose whatsoever. From a purely powergaming perspective, it would behoove me to swap out both (and since I have plenty of prestige never having spent much of it at all), it would hardly be a speedbump in my prestige gains. So again, for your specific example, I can give you from my own character selection, a character that would benefit from a pure powergaming perspective.

Quote:
Your protest feels like a nonspecific "options feed the munchkins" knee-jerk reaction, and I think your fear is unfounded.

Again, day 1 - 3 retrains by those I would consider to be in the peak of the powergaming crowd. My direct experience is entirely contrary to what you're suggesting.

The word "knee jerk" is thrown about lightly, but I've watched these players, and I know what kind of shenanigans get pulled. There is no functional reason for somebody not invested in finding out how to improve their character to retrain, so regardless of the crowd, it's not something I like to see.

Plus, none of your arguments really deal with my fundamental hatred of retraining. As I said before, it's a rule now, I'll enforce said rule, but I don't have to like it, and I will vocally decry expanding on it.

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Jiggy wrote:

I see the opposite:

I see the kinds of players you're talking about sitting around planning out every last detail in advance, and not needing to retrain later. Then the players who don't go to that extreme, and who in the past were punished for it by being stuck with choices that left them unsatisfied later on, now have a chance to redeem poor decisions instead of feeling pressured to spend all that time and research pre-planning every detail of every level of their character.

Except that I sat down to a table of 6 of them on day one of the new rules and two retrained, and third couldn't due to not having the book. So my actual experience is very different.

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IMHO Retraining is nothing more than (another) tool used primarily (not always, but primarily) by those more interested in tweeking out every last ounce of power out of their character rather than just playing. Having watched them grow more powerful with each release (and subsequently watched my fun playing at those tables go down), seeing more tools available for those kinds of players doesn't make me happy. In fact, in your specific example of traits, I find them to be primary examples of what defines a character. So while retraining of feats, classes, and even hit points irritates me to no end, I find it abhorrent to allow trait retraining because it damages my verisimilitude.

So your examples of why it wouldn't hurt gameplay mean nothing to me, because they do not address a fundamental issue I have with the rules in general.

Retraining is a phenomenon from the MMO world, and frankly it's one I think PnP gaming can do without. It'll never be allowed at my home table, and while the decision has been made for PFS, I'll be happy to enforce every last rule involving retraining to the letter to try to minimize it from occurring. We already have enough custom rules in PFS, we do not need a custom rule for this.

Shadow Lodge ****

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I'm quite happy that retraining of traits isn't allowed. I'll be honest, the retraining rules already have me bristling, so anything that limits it to rules exactly as written from the book gets my thumb's up.

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So I had somebody walk up to a table with a 4th level continual flame cast on an ioun torch from another player at a previous game day. According to the guide, this appears to be a legal option so that's not the question, the question is intent. The player in question had this marked on a previous chronicle with GM initials. What he did not have listed on the chronicle is the class and character level of the continual flame caster.

I'm thinking about a specific scenario, one where perhaps this continual flame gem could be dispelled (hell any scenario with a guy with deeper darkness and the ability to cast dispel magic). What is the appropriate response once you do decide to dispel said spell (since as a GM I'm going to do that after my first tactics mandated deeper darkness fails)?

a) Have him go back and get this information entered on his chronicle, knowing full well that the player that cast it may not be available, and we may never know.

or

b) Assume it's Caster Level 7 (thinking said character was a wizard), and using a DC of 17 to perform dispells.

or

c) Something I'm not considering.

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I couldn't be happier with the new between-tier rules.

I sat down with a table after the rules went into play that tried to game their table into playing up 10 ways into Sunday before giving up and disappointedly sitting down for a 7-11 at 7-8. Their reason for playing up was solely for more coin (they'll say a challenge, but the whining that ensued with several near deaths at the low challenge level proved it wasn't really the case).

The sheer amount of complaining when I handed out chronicle sheets was a good indicator that this was a good idea.

EDIT: I am not be facetious. I mean it. Getting a bunch of powergamers who try to figure out ways to "beat" the system for their own gain, fail under the new rules, and then complain about how it's all broken was very much worth it.

Shadow Lodge

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Thought now that Gen Con is over I'd boost this one to the top as well. I too am having this problem.

Shadow Lodge

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Jiggy wrote:
Random tidbits stike me as odd, as you could potentially know the details of their special abilities without even knowing that it's undead.

Jiggy, I think you misinterpreted. You hit the DC on the head and I tell you "It's a ghoul, an undead creature that enjoys feasting on flesh" or "it's a Xill, a type of evil outsider that lives on the etheral plane". It's the rolling 5-higher tidbits that I'm changing.

Shadow Lodge

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Bringing this topic back up.

I've been one of the GMs that does what Doug originally indicated, I used to do the "ask me X questions about it" line.

Problem is, with certain groups of players (not all players mind you, but you'll know the ones I'm talking about) this just turns them into walking death machines because they always know how to pinpoint the weakest point first.

So that ends yesterday (yes literally yesterday).

From here on out I'll look at the creatures before hand, identify how many "useful tidbits" you can find in their stat block, assign each a number, and randomly roll for it.

So, while you still don't know the specific values, you'll reveal something random your research has identified such as normal attacks, defenses, even mating habits (which is sometimes VERY useful knowledge to know). I'm cutting out the problems I've begun to see with the question/answer method.

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Kyle Baird wrote:

If you want higher level content, then you need to purchase, run and report more 7-11 scenarios.

If you think there's some great demand for higher tier stuff, take Gen Con as an example. We are barely getting any 7-11 tables filled and the tier 1-5 and 3-7 stuff is or nearly is sold out.

This is not a this year Gen Con phenomenon either.

Three years ago at Paizo Con the entire convention was balanced across the board for both high and level play equally. The thought was that since it's Paizo Con (you know, where us fanboys go to play) that we'd completely fill those higher level tables. The exact opposite was true. I wound up cancelling one of my high-level slots and running another with four pregens and the one person that showed up.

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MrSin wrote:
Kinda sucks, a few of those aren't that bad. Vivisectionist is the headscratcher for me.

Read the vivisectionist flavor text.

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Andrew Christian wrote:
And frankly, it is the responsibility of the leadership (myself included) of the campaign to make sure that players are being educated on the rules. Based on what MisterSlanky said, it appears that the veteran players and GM's and the V-O's (including MisterSlanky when he was V-C of the Twin Cities) were lax in making sure this was taught correctly.

I would like to point out they were all new players from after my era. ;-)

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Patrick Harris @ MU wrote:
"To the nearest whole number" does specify which way you round. You round "to the nearest whole number." The nearest whole number to 3.5, according to mathematical standards, is 4.0.

Depends on of you use the ROUNDUP() or ROUNDDOWN() function. :-)

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I had a very interesting experience this weekend, and one that was eye opening (I haven't done this in a very long time).

I ran the Blakros Matrimony and prior to play I asked for character sheets and chronicles of all the players at the table. I did this not as an audit, but rather in an attempt to a) get a sense of whether players had participated in the Blakros quests to increase the interaction in the scenario and b) make sure that I tempered <redacted climax> to their level of capability fighting that specific creature(s).

It turns out that in 5 of the 6 cases (the 6th being a set of chronicles I personally supervised), the contents were consistently a mess. One character accidentally (truly accidentally, he was apologetic and corrected it on the spot) bought a weapon he did not have the fame to own. At least two of the characters were missing key critical chronicle information (such as PFS/character number and/or name). Several did not have any of their gold expenditures listed on the right side of the page and only one actually had all equipment purchased listed on their chronicles. Finally not all chronicles earned were present. All-in-all, due to both GM and player inaction, both the chronicles, and player character sheets were questionable. I ran the game anyway, but it did concern me.

I've not been ultra-vocal about concerns, but I have indicated that I'm worried about the extra time this could/would add to the game day. While I'm still up in the air on that side of the topic, the state of these chronicles has turned me from opposed to the new system to fully in support. If my random spot audit of five players yielded 80% poor results, the change was/is needed, even if this was an outlier. In fact, it turned me on to even the possibility of more frequent spot audits as well (perhaps one a game day). We as both players and GMs need to get better with this recordkeeping, and I see that now.

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In honor of the Year of the Demon, I have a very special level 6 possibly showing up to a table near you. Soundtrack added for your perusal enjoyment.

I thought you'd all possibly enjoy.

Shadow Lodge

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It doesn't identify "Golem" either interestingly.

But it is the browser spellcheck, so I wouldn't expect a change.

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