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MisterSlanky's page

Goblin Squad Member. Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber. FullStarFullStarFullStarFullStar Pathfinder Society GM. 2,995 posts (3,772 including aliases). 53 reviews. 2 lists. 1 wishlist. 15 Pathfinder Society characters. 5 aliases.


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Shadow Lodge ****

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TOZ wrote:
I make an excellent luck charm.

Clearly we did well in spite of ourselves.

Shadow Lodge ****

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Well done SkalCon team for another great Con.

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PRD "Handy Haversack" wrote:
While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does.

It's a move action that explicitly does not provoke an AoO.

You might be thinking about the whole Oracle/Haunted Curse thing, where it's been clarified that it's still a standard action, not a move action...but doesn't provoke an AoO.

Shadow Lodge ****

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Jack Brown wrote:

Chronicles, tracking sheets, water.

Was there something you needed?

As I recall, I will be lending you my serpents rise kit? Did you need minis with that!

The tear rag so you can soak up your player's tears.

Shadow Lodge

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Here's one I did (and it wasn't super easy, but it wasn't hard). Go for a heavily armored arcane duelist that acts more like a fighter than a bard. Between Arcane Strike and Inspire Courage, you'll be dishing out a good quantity of damage (even if you don't get the same full attack count as a fighter), but you'll back it up with other class abilities. The key (at least for me) was to go for only spells with no somatic component so I could be wearing plate and a shield.

YMMV, but that's my idea to toss out at you.

Shadow Lodge ****

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Like Muser, I typically do not buy Handy Haversacks. Extradimensional space items can be pretty awesome for specific characters, but not for everybody. Haversacks are really only common on individuals where I need to avoid the AOO to recover items (such as a wizard) and efficient quivers are common on thrown weapon experts (and the wizard again for his staff collection); however, I've yet to buy a bag of holding. I also do not do STR dumps (except for down to 8 on the really, really rare character). Like Muser I also will extol the virtues of Patfinder Pouches for all time - those things are AWESOME and I now have them on nearly every Pathfinder character.

For those of you really interested though, I do have a Tengu Alchemist in Pathfinder Society that carries a fully packed, to the brim Haversack with the kitchen sink attached. This represents my "cover all bases" pack. Perfect? No, but a start.

Google Docs: Tcreese's Haversack

Shadow Lodge ****

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jon dehning wrote:
This seems appropriate.

I reiterate: Poor Hillary.

Shadow Lodge ****

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Hillary is also unlucky enough to know who her table is in advance. Several of the players have already run Cosmic Captive, and thus we apparently have even picked our path out.

This is like the easiest special ever*, I'd love to run this special**.

*NOTE: This is not the easiest special ever, THUNDERLIPS will be participating.
**NOTE: As THUNDERLIPS is participating, I am not sure I'd love to run this special.

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Hilary Moon Murphy wrote:

PS I feel so underprepared for this special. Oh god... I hope I don't tank this as a GM. Too much data... Does anyone one else feel this way? We need to print "I survived GMing Cosmic Captive" buttons.

You're thinking about it too much - specials are not nearly as difficult as they appear on paper. Knowing where we want to focus our effort just makes them even easier!

Listen to the overseer's announcements, and far, far more importantly - keep us on task and not goofing around too much. You'll do fine.

Shadow Lodge

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Of course best of luck to Liz, my favorite Paizo employee (don't tell Mark)!

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Hilary Moon Murphy wrote:

My brain is also exploding.

To those who are either local or in Minneapolis on Wednesday:

We're having a meeting at my house on Wednesday to go over the special. If you're interested, please PM me and I'll give you location details.

Hmm

Players too!? I'll be there.

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Back hair for...yeah...for Jon!

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jon dehning wrote:
MisterSlanky wrote:

Wow! My birthday is this year too!

Do I get cake?

Have you been a good boy this year?

No, not particularly.

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Wow! My birthday is this year too!

Do I get cake?

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GM Eazy-Earl wrote:
Look. I'm licking my lips in anticipation of all that delicious cake.

That's not cake, that's a Kitsune.

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My favorite part? Listening to the description of the clown car hotel rooms.

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Nefreet wrote:

No. It means that if you couldn't attempt the roll to begin with, then you can't Aid.

It does not mean that if you couldn't make the DC, you can't Aid.

Those are two entirely different circumstances.

Nefreet, with respect, that's not what the language in the rule reads.

The language doesn't read "if you couldn't attempt the roll" it reads, "In cases where the skill restricts who can achieve certain results". If you have a -1 Diplomacy, you cannot achieve the result of influencing a creature that is hostile; literally the skill restricts who can achieve an influence result by who is capable of the DC, just as the skill of open lock restricts those who can achieve an open door result by who is capable of the DC.

Even the skill language is roughly the same; I fail to see where all these special qualifiers for "couldn't make the DC" come from, as they're not located in the skill descriptions themselves either.

Disable Device wrote:

When disarming a trap or other device, the Disable Device check is made secretly, so that you don't necessarily know whether you've succeeded.

The DC depends on how tricky the device is. If the check succeeds, you disable the device. If it fails by 4 or less, you have failed but can try again. If you fail by 5 or more, something goes wrong. If the device is a trap, you trigger it. If you're attempting some sort of sabotage, you think the device is disabled, but it still works normally.

Diplomacy wrote:
You can change the initial attitudes of nonplayer characters with a successful check. The DC of this check depends on the creature's starting attitude toward you, adjusted by its Charisma modifier. If you succeed, the character's attitude toward you is improved by one step. For every 5 by which your check result exceeds the DC, the character's attitude toward you increases by one additional step. A creature's attitude cannot be shifted more than two steps up in this way, although the GM can override this rule in some situations. If you fail the check by 4 or less, the character's attitude toward you is unchanged. If you fail by 5 or more, the character's attitude toward you is decreased by one step.

As for trained vs. untrained, the language there reads...

Untrained wrote:
Untrained: This entry indicates what a character without at least 1 rank in the skill can do with it. If this entry doesn't appear, it means that the skill functions normally for untrained characters (if it can be used untrained) or that an untrained character can't attempt checks with this skill (for skills that are designated "Trained Only").

Again, very different language than what is in the aid another description, even though it's in the same section. If the aid another meant to mean "no untrained use" it would say, "you cannot aid if you are untrained".

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Sebastian Hirsch wrote:
I would not put too much weight behind the achieve certain results line, there are certain ways to get higher bonuses on a reroll or after get a bonus after the roll is made.

Just because it's an often forgotten rule doesn't make it not a rule, and one that should carry far more weight than it does.

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But as Thomas has pointed out, it's not a Pyschic spell. I think that's the point...

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nosig wrote:

ah... then why call it a Slot Zero?

it got that term in LG because that was the Convention Game time before "First Slot" at the Con. So, what comes before Slot One? Slot Zero...

it seems to serve most of the same functions, work much the same way and it's called by the same name... are you sure it is an original creation?

They're not called "Slot Zero". They are called "GM Appreciation Day". I've never claimed anything original about it. It's intent was, as designed by me, an opportunity to thank our GMs by letting them play for a change. The rest grew organically.

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I did not, and it was not meant to be a nod to Grayhawk Slot Zeros. It was honestly constructed as a way to let our GMs experience a scenario, while also providing them an opportunity to ask about mechanics, or describe were problems in the scenario prep. More than anything it was meant as a "thank you" to the hard work of the GMs. With two of us doing this, we still get to play 50% of the scenarios before we run them.

Shadow Lodge

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I know it's been discussed, but I personally think it really comes down to this:

PRD wrote:
In cases where the skill restricts who can achieve certain results, such as trying to open a lock using Disable Device, you can't aid another to grant a bonus to a task that your character couldn't achieve alone.

So let's dissect this. You find a DC 25 lock and have to open the door to get through. The rogue can only open it if they have at least a +5 disable device. Their buddy the wannabe rogue can only assist if they too have a +5 to disable device. This example is explicit in the rules.

So let's extrapolate to the diplomacy scenario. You have a guard that you have to talk to to make it through a door. The text reads "A DC 25 diplomacy check is required to get the guard to do the truffle shuffle." Using the exact same qualifiers above, anybody without at least a +5 to diplomacy will be unable "achieve certain results" and thus cannot assist on the aid.

To me that's pretty damn straightforward, and it's something a lot of players and GMs forget.

Alternatively, I can see the discussion point on a regular diplomacy check, but even then, somebody with a -2 to diplomacy can only ever obtain an 18. Against a 12 CHA opponent, an 18 can only attempt an aid if somebody is "indifferent (15 + creature's Cha modifier) or more friendly. I get that one's a bit more gray, but in my opinion the previous clear rule still applies and I would not permit them to assist in aiding that check.

And this is before we even begin to discuss the line:

PRD wrote:
The GM might impose further restrictions to aiding another on a case-by-case basis as well.

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John Compton wrote:

As a note, it has come to my attention that the variant leadership feats on pages 132–135 are currently denoted as legal due to an oversight on my part. When I am compiling the next update, I'll remove these. Be advised that these are not intended to be legal feats in the organized play campaign.

EDIT: Yes, page 132–135 in Ultimate Intrigue

Soooo, it appears this was forgotten from the June Additional Resources update. I say forgotten because I'm pretty darned sure that it wasn't deliberate to leave them in. Just an FYI.

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There we go, here's where John says it.

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Yes.

If it looks like a duck, smells like a duck, tastes like a duck, and used to quack like a duck, then it's probably a duck.

In this case John Compton has stated that there was a forgotten omission the three feats that function like leadership from that book. Leadership is a banned feat, as are these.

I'll look for the thread, but know I'm personal friends with one of the team members for Ultimate Intrigue review and I pointed this out to him quite some time ago and he basically said, "well crap, we forgot to review that chapter," thus prompting John to also say "no". It just hasn't made it to the Additional Resources yet.

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Mike McKeown wrote:
I played the first four scenarios at GenCon 2008. I started running PFS for friends in 2009 before GenCon of that year around Northern Virginia and Maryland.

Same here!

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TOZ wrote:
Quote:
Are we dismissing the problems of small lodges?
I think we are, and while it is natural to speak to your own experiences, it is something we need to combat.

A thousand times this, and something I've been trying to say for awhile now in other discussions. The MN lodge is VERY vocal, and I can assure you that once things start moving, we have some VERY effective ways to keep the momentum going, but it might be time for us to stand back from the discussions of those struggling at an entirely different level.

I know first hand what it's like to start your first game day and hope that four players are going to show up; I can only begin to imagine what that feeling is like week in and week out.

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Okay...

Low Tier
Level 7 Barbarian
Level 7 Oracle/Veiled Illusionist
Level 8 Bard/Cavalier/Battle Herald
Level 8 Fighter/Oracle/Hellknight

High Tier
Level 9 Alchemist
Level 11 Paladin/Ninja/Brawler

I'll play either way, I'm not sure which I'm more interested in, but I'm far more limited high-tier.

Shadow Lodge

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I could certainly get on board. I'll find something in-tier (plenty of choices).

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Hilary Moon Murphy wrote:
Whether your first meetings are successful is going to be hit or miss. You need good group chemistry. You need for your players to have a good time, and bring others.

Unfortunately, two years at a certain venue with chemistry befitting a failed science experiment may say otherwise about needing good group chemistry. We were able to survive in spite of it, and have spent a lot of time recovering from it.

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BigNorseWolf wrote:
Serisan wrote:


The Minnesota lodge has a lot of history to build off of and I don't think the success that Monsieur Slanky mentioned could be replicated elsewhere.

"the biggest" gamestore pretty much guarantees you've got more than one, which means lots of geeks per square mile to attract

We have the "largest game store between the West Coast and Chicago" (aka our biggest). This same game store is associated with pretty significant game/comic distribution at major conventions. Their game space can easily (but doesn't typically) manage 6 tables of games if need be.

We have a game store attached to the home office of one of the largest North American game developing/publishing houses (Fantasy Flight Games aka Asmode North America). This store can accommodate an 18 table convention with room to expand. Most of us are friends with at least one employee.

We have at least four other stores that can, and do, seat anywhere between two and five tables at least bi-weekly. All of those stores are within a 30 minute drive of each other.

Start extending your reach a little further in terms of distance or to the stores we're not involved with regionally and I can name at least five more off the top of my head. That's not even counting "Games by James" that has a huge mall presence here (and sells plenty of product from all game companies).

So yes, as you can imagine we have an enormous "geek presence" here in town.

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Hilary Moon Murphy wrote:

Still, there is no doubt in my mind that any PFS Lodge needs a critical mass of active players that exceed the number of games offered each week, so that it can deal with the intermittent players that PFS structure allows for. It also needs multiple tables so that your lodge can retain old players and attract new ones. Furthermore, it needs a core group of people willing and able to GM. Not just one, but several, and preferably a rotating crew so that GMs can sometimes play.

Hmm

As the individual that witnessed/caused the critical mass you speak of many, many, many moons ago (read 5 years+), I'd argue what you're seeing is not what you think it is.

We hit two tables in roughly three months. Playing once a month. We then bumped things up to every other week and were running three tables on average by month six at just one store. By the time we added our second store, we exploded to six to eight tables a week by month 9. At my first VC dinner (about a year in) I was proud to announce that we had hit 200 registered players playing at four regional stores. That happened almost instantaneously, with about the only nudge being 1) playing at the two biggest game stores in the area, and 2) starting our hosting on Meetup where we started drawing in a dozen new potential players a month easily. That second element is HUGE, and draws in more players than I think anybody really knows (except those that have read through the Google Analytics page attached to the site). Add in CONvergence and CotN and I didn't even have to try to recruit, players just started showing up.

So...as much as I'd love to say, "we should tell everybody else how to grow our area because we know how to do it", you need to know - our area is about as much of an outlier as they get, and it's been that way since day one. Yes there were some things we did to make it happen, but basically, we just live in an area with the player base to make it happen organically. The things we did do cost money (paying for new GMs out of pocket to gift scenarios, the rather substantial Meetup pricetag) that a lot of people can't "just do".

I am extremely proud of our lodge and everything it's accomplished, but I will stand firmly beside smaller lodges that frustrated with how easy the larger lodges have it. I remember the first VC dinners where we all were in the same boat, and I can guarantee you, unless you're from one of the regions with 1-2 tables a month, you're not going to get it.

To anybody interested, I'll gladly how I started a lodge with myself, one other friend, and a desire to play the game, but I'm afraid that our region really is that much of an oddity.

Shadow Lodge ****

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Also, how do you know that your archaist will have to fight a CD 6 demon before you fight it?

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Minor nitpick. Can you stop referring to what you are playing as "modules"? What you are referring to are "scenarios", the $3.99-$4.99 printable games. Modules are much longer and allow you to gain 3XP for playing the entire thing. The former are designed for PFS, the latter are adapted for PFS.

It took me a page to figure out you were complaining about the ones designed for PFS as opposed to actual "modules".

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Unless I have a compelling reason to, my characters rarely if ever have a day job. It's just not 'worth it' to me. Exceptions of note are when the "day job" skill comes free of charge (not a fan of the vanities).

That said...

1 - Wizard - Craft (Alchemy)
2 - Battle Herald - Profession Soldier or Perform (Oratory)
3 - Bard - Perform (Oratory)
4 - Gunslinger - Craft (Alchemy) - Although poorly
5 - Paladin - Skill points, what are those?
6 - Summoner - Nope
7 - Alchemist - Craft (Alchemy)
8 - Barbarian - Nope
9 - Hellknight - Nope
11 - Oracle/Illusionist - Nope
12 - Fighter - Probably something because of his 1 rank in all skills
13 - Inquistor - Nope
14 - Rogue - Appraise (this was entirely character reasons)
15 - Arcanist - Profession (Police Detective)
16 - Druid - Probably (though still working out) Profession (Bad Taxidermist)

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Make sure it's a time oracle. That way you can technically control time, and have negative movement.

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Amiros Valeri wrote:
My solution (with Brock's modification) does not boil down to that. Your associated character still gets penalized, and the more times you associated the same character to pre-gens, the higher the penalty becomes for each pre-gen death that occurs.

I don't even like the 1XP/0PP/0GP chronicle reward solution, but at least I believe that it involves trying to find an actual middle ground solution that penalizes, but not unfairly.

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Kinda scares me that the only commentary are coming from a number of MN posters.

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Andrew Christian wrote:
Nefreet wrote:

I actually really liked the 1xp, 0pp, 0gp solution.

The campaign team made it clear t g at they want risk of death for the character. So any solutions need to include risk of actual death.

Please explain how a 1XP, 0PP, 0GP chronicle is not an appropriate solution.

1) You receive experience, which is already "punishment enough" when you get zero gold.

2) It creates a cost of death proportional to the gold earned. At level 1 it's 500 gp and it increases from there as is appropriate by the scenario being played.

In other words, you DO pay for a raise. Is it the same cost as if you had bought the service? No, it varies from 500gp to whatever the chronicle reward is for a level on a 7-11 or 5-9 (I forget which is higher). With a zero PP reward, that's a pretty hefty punishment.

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Disk Elemental wrote:
Given how utterly combat warping high-level guns are, I would be strongly in favor of a clarification that says Wind Wall effects bullets as if they were arrows or bolts.

I would get behind that. Part I started my spiral into utterly hating having a gunslinger at the table, Part III solidified that into a "I will not play with a gunslinger at high level again".

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GM Eazy-Earl wrote:
Wei Ji the Learner wrote:
Curious to see how this is going to work compared to other conventions I've judged at.
It will exceed your expectations.

What Earl said. Minneapolis/St. Paul runs a really tight ship. We've refined a lot of techniques on game days that translate well to the convention environment. Running what equates to a convention's worth of tables a week will do that.

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TPS Report: Derogatory term for the extra piece of paper you fill out to track your purchases instead of just writing them on your chronicle. You filled out the cover-sheet correctly, correct?

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Andrew Christian wrote:

Pregen dies.

You spend your characters gold to fix the oredicament.

This is not helpful.

There are seven pages in this thread, most of which are extremely critical of this addition to the guide for very good and varied reasons. Wei Ji, and Nefreet, and Chris Mortika, and a slew of others including other venture officers have asked how this mechanically is supposed to work.

So please answer the question instead of being snide about it.

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BigNorseWolf wrote:
Welcome to the institution.

In need of institutionalization is the way most of us could be described. Yes.

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Andrew Christian wrote:
You assume I don't want another shave... it's Dianna that wants me with hair.

Then we know who needs to get her head shaved next in solidarity!!

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Landon Hatfield wrote:
Ahh, poor Mr. Khayn. Ate an archery full-attack and died (outright) within 1 round of combat starting both times I've run it. (First a ranger, then an Erastilian warpriest.)

That more-or-less happened at my table too. Except the group was like "oh crap!" and then they used three BoL/gloves of healing shots to bring him up. Then he sundered something. They regretted that choice.

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GM Lamplighter wrote:
MisterSlanky: I've also GM'd over 150 games, and the 12.5 hours I've apparently spent has helped our area build a Lodge where we largely don't have to worry about players that don't have their paperwork filled out any more. Personally, I think it's worth it; YMMV

I too will stand beside the quality of the local lodge that I too helped build as a Venture Captain...from day zero, with no paperwork.

Unfortunately two of us can play at that game.

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Rambone wrote:
The biggest problem I see with pregens is with Bonekeep, players have taken pregens because they are scared to lose their actual characters. If that is a problem driving this can't they just update rules so pregens are not allowed in Bonekeep-type modules?

How much of this is a problem with players, and how much of this is the design/purpose of scenarios like Bonekeep?

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SCPRedMage wrote:
If I'm a wizard, it's on my list and I use Int. If I'm a sorcerer, it's on my list and I use Cha. If I'm a cleric and the spell is treated as on my spell list (due to UMD), would I use Wis?

You would use INT, as spell is not on the cleric spell list and you then have to go to the specified class that you're technically getting the scroll from, wizard.

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nosig wrote:
and worse yet, some of us are getting old and crotchety and jaded and really selective of who we'll sit at a table with. (yeah, getting to be that old geezer - recognizing a bunch of people I'd really rather not inflict myself on. Or them on me. Or whatever... Life is just to short for "bad games").

You need to do it the "Minnesota Way". Enough beer and you won't notice!

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