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Eloriand nocks another arrow and is starting to get concerned for the water coming in to the boat. We better kill this thing quick he thought. Eloriand let loose his next arrow.
MWCLB Attack: 1d20 + 7 + 1 ⇒ (12) + 7 + 1 = 20 (+1 Size, Precise Shot)
MWCLB Damage: 1d8 + 2 ⇒ (2) + 2 = 4

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Once Tarek has become fully enlarged adding to Kat's inuendo He takes a step forward and draws his sword to attack the gnoll from behind Caoilte.
Falcata Attack: 1d20 + 1 ⇒ (20) + 1 = 21
crit confirmation: 1d20 + 1 + 1 ⇒ (8) + 1 + 1 = 10
Melee Damage, Large Weapon: 2d6 + 3 ⇒ (6, 5) + 3 = 14

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Brew, if it looks like getting the beast and the fat man out of the way will take too long, Eloriand will climb back up on the deck and run down to the other hatch and back in to the hold to start freeing slaves. Eloriand is concerned about the ship filling with water faster than the slaves can be freed.

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Isador watches in amazement as the gnoll keeps taking the abuse with little sign of slowing down. He shows even more surprise as Tarek starts to change.
Unsure of his next action, he takes a snap shot at the gnoll.
Attack MWSB: 1d20 + 8 + 1 - 4 ⇒ (13) + 8 + 1 - 4 = 18
Damage MWSB: 1d6 + 1 ⇒ (5) + 1 = 6

GM Brew |

The fight continues as the hold slowly begins to fill with water. The water reaches the walls of the hols and begins to puddle becoming just ankle high.
Kat drops her bow and draws her dagger, taunting Pildapush as she drives her knife into his, well, somewhere down below the belt. The fat merchant doubles over with a gasp and falls face first into the thin line of gathered water. Blood eases into the water. The man is alive but in pain and likely out of the fight.
The big gnoll rocks a bit on his feet. He pulls a potion from his belt pouch and downs it.
The party continues to rain arrows into the big furry. Eloriand lodges another as does Isador.
The creature, bloody and filled with arrows is defiant and roars a sound so loud and menacing that the party feels it in their primal bones. Caoilte, not backing down to the menace, steps up and buries his axe deep into the things chest. He gurgles and collapses in a heap. He falls into the gathering drink face first, blood pouring out of him making the hold run red with dog blood. The captain ceases moving.
Eloriand acts quickly to free those in the hold as the water gathers.
CMW: 2d8 + 3 ⇒ (4, 8) + 3 = 15

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Quick....we need to get out of this sinking hulk...strange that a vessel of this size can sink so easily!! We need to plug that hole. Jam something in it, even if it is clothing it will slow the process down till we can get some wood and pitch on the spot.
Seeing that we have the immediate tactical advantage, I run back to the stern of the ship, and look at the back two cabins, I open/kick in the first one, looking inside.

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Tarek watches as chaos erupts and the Archons scramble into activity. He approaches the bleeding flesh peddler and grabs him by the front of his collar I may just change my mind about leaving you here to drown in dog blood and water, if you tell us where Lady Salahar is? He then dunks that fat man into the water and pulls him back up Don't even think about hesitating with your answer of feeding us lies or I will finish the cut that Kat started!
Did Tarek's attack ever come into play during this round? If it didn't, then he will use that attack to see if he can break the chain holding the captives. I am guessing it is Ben Hur style and there is a single chain running through the circular ankle cuffs on the leg of each slave?

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Caoilte, well aware that his armor does not double as a flotation device grabs the fat captain and attempts to haul him up to the deck. C'mon larda$$. I'd just as soon cut you in half but you give me a good excuse to get up out of here. Louder and to the party. Watch that the slaves don't keep you stuck don't down here by accident. Sorry for the hole, I'll be right back if it can be patched.
I know I've been getting a lot of crits but sinking a ship with one blow is a new achievement. Seriously, Caoilte the Shipsinker, Caoilte the Scuttler would be a heck of a title. Does that get me fame?

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Might I suggest freeing the oarsmen...they might help this tub from sinking!!
I then prepare to tenter the stern room

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Since we are on a sinking ship with friends: My Heart Will Go On
Let's move with a sense of urgency, I do not wish to end up like my cousin Leo who went down with his ship up north when it stuck an ice flow. By the way, did I mentino letting the oarsmen go? Perhaps we can give them ship to repair and allow them to set sail for freedom once we leave with what we need!

GM Brew |

The slaves cry out to the pathfinders for freedom. A man approaches Havelock to the extent his bonds allow. Please sir, we will all perish. Break that lock the man points to a lock at the aft end of the galley and we shall all be freed. Please, do it before this ship sinks. I can stanch the breach and allow us to escape, but I demand my freedom in return. Please sir, free us.
Meanwhile, Caoilte grabs the bleeding Pildapush who cries out in pain as he is hefted onto the armor of the warrior. Caoilte can distinctly hear sobbing as he carries the slave merchant above board.
The water leaking into the hold grows some, but not enough to indicate the ship is sinking in the immediate future.
Tarek, before allowing Pildapush to be carried away, forces the man to confess information. She is here. Curse you she is here. Locked back there he nods to a room at the bow of the ship the captain has a key to the room. Now please, mercy. The man slumps as he is hauled away by Caoilte.

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Claim your freedom! I say this to the man as I spin on my heels and attempt to breech the lock after shooting a splash of acid on it, bringing the full force of Aee-Dee Ate down on it, letting the unbreakable obsidian blade into the softer iron, further weakened by the acid splash.
staunch the breach, claim your freedom, all of you!!

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Isador watches the chaos build and casts a optimistic glance towards Havelockk's use of brute force to release lock holding the prisoners.
It looks like that will work but let me know if you are unable to make the lock yield to your blade and I will see if it responds to finesse.

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happy to let you try my friend on the lock, sometimes a direct approach with a little arcane acid does the trick as well.
I swing down and hear a "CLANG".

GM Brew |

Havelock incites the galley slaves and they cry for freedom. He summons a bit of arcane power to soften the lock with acid then cleaves the lock clean with the viscous black blade A De Ate.
The chain sings as the force of the the throng sends the chain through the eye hook and eventually to the puddled floor of the galley. The slave who begged for freedom from Havelock keeps true to his word and begins the process of staunching the minor hull breach. Havelock cannot be certain, but the leak appears to slow considerably.
The rest of the slaves crowd and jostle their way to above deck. The sheer mass of them clog the galley making it difficult to move at all.
Kat takes advantage of the chaos to loot the captain and his quarters while Tarek finds the key around the big gnoll's neck. The body shrinks as the last bit of life leaves the dog man, returning to the size of an average gnoll.
Tarek finds the key fits the room all the way to the fore. Wading his way through slave and sludge, he finally makes his way to the room. He opens it to find the "punishment" room a tiny, lightless hold used to punish slaves. Tied, gagged and looking terribly weathered sits a woman that matches the description of Lady Anilah Salhar. She weeps and stares at the oracle wide eyes, her lower body soaked from the water that was pouring in from the breach. She breaks into sobs as Tarek frees her from her bonds.
The slaves flee from the somewhat sinking vessel as the Archons march triumphantly back to the Grand Lodge, their objective found.
Once they reach the Lodge, servants quickly usher in the Lady Salhar and wisk her away, taking care not to allow anyone to see the noble in such a deplorable shape.
The Archons are given a lavish meal and are called for an audience with the Lady Salhar and Venture-Captain Alissa Moldreserva. The Lady Salhar grins widely at the party and speaks reverently I owe you all a favor I can never repay.
Moldreserva looks upon the agents still a bit snooty but her demeanor softens considerably as she address the successful Archons. You handled that well. Guess I had you wrong. The lot of you may prove useful to the Society yet. Get yourselves a drink, on me.
The ladies bow and Captain Moldreserva's major domo makes certain they are given proper coin to indeed have a well deserved drink.
The End

GM Brew |

The Archons, fresh off their harrowing success in the City of Uringen, gather at a local pub in the town of Tymora in the River Kingdoms. The group is a bit antsy as they have not received orders from Absalom in two days and grow anxious as to where their next assignment may take them. Additionally, long time Archon Kat has not been seen since shortly after their victory outside the tower of Uringen. Mentioning off hand to Isador that she had business in Daggermark and would return shortly, she has since utterly disappeared.
As the group orders another round, a person appears at their table without anyone noticing him approaching their table. He smiles at the agents and raises his hands in supplication as the Archons give him angry stares. The man wiggles his fingers and seemingly pulls a small coin from thin air. The strange traveller places the coin on the table with an audible click and slides it toward Tarek. "From Absalom" are the only words the man utters before turning away and disappearing into the crowd of the Tavern as suddenly as he appeared.
Upon inspection, Isador recognizes the coin as a Pathfinder coin and relates that the coin can hold an audible message than may be replayed by placing the coin in a wayfinder. The coin lays undisturbed directly in front of Tarek.

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Looking up from mug of beer, I arch a eyebrow up and look over to Tarek.
Well, this is certainly interesting. I got a hunch that here in the common room is not where we need to hear this message. I think we need to hear this in our quarters upstairs and make sure that nobody else but us hear this message. Course I think we should finish our drinks or even have one more round before doing so as to not draw attention...never know who might be watching.
Shrugging my shoulders I finish off my beer and signal to the beer maid/boy for another round of whatever the entire team is drinking.
Having bought a wand of mage armor and a wand or cure light wounds, a few more less coins in the bank will not harm me.

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Tarek eyes the coin with curiosity It seems the saying is true. Money does talk. I agree with you Havelockk. We should view this message in private once we finish our ales. I don't think the world will end in the next few moments.

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Isador eyes the coin resting on the table in front of Tarek before sliding his hand across the worn surface and quickly palming the coin.
It seems our luck has run out and the society has found us again. grinning slightly We can learn of our fate after the food is gone and the drinks have been drunk.
He glances at the others before downing the rest of his drink.

GM Brew |

The Archons retire to a back chamber after downing a few more ales waiting for Eloriand to join them. The ranger does not appear and the remaining Archons are left to wonder what has happened to their stalwart travel companion.
Tarek places the coin in his wayfinder and closes. The coin spins and spins until it is a whir of motion. As it spins, a familiar voice fills the small back chamber.
"Greetings Archons! News of your success in Uringen has reached me and the Decembvirate is pleased. I would like to congratulate you in person, but other pressing matters are in need of your attention. We have received word of a new find near the City of Eto in Osirion. From early estimations, the site is likely the tomb of an ancient pharaoh that likely contains a trove of artifacts that the Society wants recovered. Go to Eto and make your way to the site and make haste. Word has it that the Aspis Consortium has already begun preparations for their own excursion to the site. Good luck, and good hunting."
The voice of Ambrus Vaslin fades and the coin slowly stops its spin, falling inert and, from the looks of it, spent of all magical energies.

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Leaning back with my chin cradled in my hand, I look to the others.
Well my friends, it seems we are lacking a few of our friends, but we need to act. The risks are greater but I can tell you, having encountered the Aspis Consortium once before, we cannot let them to obtain artifacts of ancient power that would swing the political balance of the world. They do not share the same values as we do.

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Tarek looks to Isador It looks as if our current mission will rely heavily on your skills and knowledge. You have had experience dealing with such artifacts and if there is anything you may think we need to be better prepared, please share. I may pick up a few items before we depart but I agree with Havelockk that we should make haste and be on our way as quickly as possible.

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Isador listens to Tarek while absently scratching at the new beard growth on his lower neckline. His eyes, darkened from an apparent lack of sleep seem a bit glassy as he looks towards the silver haired companion.
One never knows what you might run into on an expedition like this although, if past practice holds true, a little coin to grease the skids of progress might be in order.
My father spoke of it often and he even said that we would go there one day. Sadly, it seems that I will make the trip without him.
The desert is hot and, if rumors are to be believed, Gnolls attack travelers with impunity. We should have plenty of water and healing supplies.
Knowledge (geography): 1d20 + 4 ⇒ (11) + 4 = 15
Knowledge (history): 1d20 + 4 ⇒ (15) + 4 = 19
Knowledge (local): 1d20 + 7 ⇒ (14) + 7 = 21

GM Brew |

The Archons prepare to make their way to Osirion. They find that the Society had already arranged travel to the port city of Soltis. Traveling the famed rivers of the river Kingdom, taking a river transport down the Sellen River to the City of Cassomir. From there, a waiting ship takes what is left of the Archons across the Inner Sea to Soltis. The arrive to find the city as vibrant as the stories Isador heard as a child, with the streets teeming with merchants, beggars and everything in between. The hot desert air whips about them, flinging sand into the air and about the traveling agents. The group has a few moments to purchase and needed gear and secure aid to travel to Eto.
The group reaches Ito without trouble. In the depths of the Osirian desert, a sandstorm has recently uncovered a mighty pyramid that was buried beneath the sand for ages. Lost for centuries, the pyramid has not yet revealed its secrets, but one crumbling papyrus scroll found in the Great Library of Tephu contains references to the tomb of an ancient Osirian king known only as the Pharaoh of Sphinxes. Word of the pyramid’s discovery has spread far and fast. Archaeologists, explorers, and tomb robbers from across the Inner Sea are gathering in Osirion’s taverns and inns to plan expeditions into the desert, each vying to be the first to plunder the tomb’s treasures.
Isador estimates the trip to the location of the pyramid will take approximately a week on foot but may be shortened if they can secure pack animals to aid their trek.

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Isador loosens the earth colored scarf from around his face and brushes off some of the sand still clinging to his face under his eyes.
While I find the heat invigorating, too much exposure will sap our strength during our journey to the resting place of the Pharaoh of the Sphinxes. I suggest that we attempt to secure some pack animals to ease our trip.
Looking to Tarek, Perhaps you can barter with the local animal traders?
I spent a lot of my coin on a few items back in town but I will have some that could be used to secure the pack animals and extra water skins.
Glancing towards Caoile and Havelockk. I assume that both of you are prepared to move out? Do you need anything to help protect your steel from getting too hot in the desert sun?

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Keeping my sagum/cloak wrapped/shrouded over me to shield myself from the sand and sun.
How much are we looking to pay for these pack animals? I don't mind spending the money and will we be able to handle them ourselves or will we need to buy the service of pack hands also? The animals I trust, the additional help, not so much.
Making sure that two newly purchased wands are secured along with the rest of kit, I decide to purchase two additional water skins and top them off with water, adding a bit of citris, soured wine, a pinch of salt and black pepper to make ancient Chelaxian marching drink that in a another universe might be called "Gatorade".

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I will gladly aid in securing the necessary animals and gear we will need. I can can create about 2 gallons of water while we are on our journey. Hopefully this will allow us to keep our supply weight as low as possible.
Tarek attempts to recall any knowledge on the pharoahs.
Knowledge Religion: 1d20 + 7 ⇒ (18) + 7 = 25
Knowledge History: 1d20 + 6 ⇒ (8) + 6 = 14
Tarek aids Isador it securing the best price on their traveling gear and animals.
Diplomacy: 1d20 + 11 ⇒ (19) + 11 = 30

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Reaching into my small notebook, I thumb through it and see if anything about this place, or where we are headed comes to the front of my mind. Looking around in the dusty wind and near cobalt skies I keep asking myself, who the hell would want to live here in the first place, let alone forge an empire.
Knowledge History: 1d20 + 5 ⇒ (20) + 5 = 25
Knowledge Arcana: 1d20 + 10 ⇒ (10) + 10 = 20
Knowledge Religion: 1d20 + 5 ⇒ (15) + 5 = 20
Knowledge Planes: 1d20 + 8 ⇒ (13) + 8 = 21
Knowledge Dungeonering: 1d20 + 5 ⇒ (8) + 5 = 13

GM Brew |

The party prepares themselves for a trek into the sands. Isador is able to locate a vendor who offers to rent two camels. After some haggling, Tarek is able to convince the merchant to lease the animals to the Archons for 30 gold. Securing supplies, the agents take to the desert, eager to explore the recent find.
The journey is unremarkable save for the near unbearable heat during the day and frigid night time plummets. Sand is an ever present complication, getting into the agents' clothes and skin. In the middle of the 5th day of travel, Isador spies the pyramid
An incredible man-made mountain, the pyramid rises out of the desert sands, a relic of an earlier age. Its limestone casing blocks are weathered from millennia of scouring sands, but the structure seems solid and intact. A stone wall, buttressed by drifts of sand, surrounds the entire structure. To the east stands a squat stone building,connected to the pyramid by a long, covered causeway. No visible entrances to the pyramid’s interior can be seen.
A rectangular building constructed of large stone blocks sits on the desert sands to the east of the pyramid. A wide portico opens to the east, its ceiling supported by two rows of red granite columns. A dark passage leads deeper into the temple to the west.
Map Updated

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Well, the upside is that my lily-white arse will finally get into some shade. The bad news is that I'm sure these shadows are full of things that want to get into my lily-white arse. Caoilte spits and turns to Izzy. Hey Izzy, now that our two archers have apparently eloped, you're the arrow slinger now. You up for it? I'll do what I can to keep me and my armor between you and whatever it is we run into.

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did any of my knowledge checks help and do I need to reroll any in trying to see if I know anything about the general design, purpose and intent of pyramids?
Knowledge History: 1d20 + 5 ⇒ (20) + 5 = 25
Knowledge Arcana: 1d20 + 10 ⇒ (10) + 10 = 20
Knowledge Religion: 1d20 + 5 ⇒ (15) + 5 = 20
Knowledge Planes: 1d20 + 8 ⇒ (13) + 8 = 21
Knowledge Dungeonering: 1d20 + 5 ⇒ (8) + 5 = 13
Wiping the sweat off my clean shaven head before setting my bronze and steel helmet back on my head, I work to recall what I know about these type of buildings.
You know, I think once we initially get in out of the sun, we need allow for a moment or two for our eyes to adjust. Common sense tells me that something this big, important, and locked up is just bound to have some spectacular traps and pitfalls. It is a good thing I stocked up on a few items of arcane necessity to help even the odds out for our eloped archers.
Reaching to my belt, I unhook the Wand of Mage Armor and discharge one charge on each of my companions. :Lvl 1 mage armor, +4 bonus to your AC, should last about an hour.
It might make good sense Izzy if you sort of check things out before we enter, and then as we go about, I need to be behind Caolite minimally, if not Tarek. I think we also need to keep about a 5 foot space between ourselves incase we set off a booby trap or pitfall. Be a shame if one device took us all to our knees.
With the magic dispensed, I take a good long drink of water, secure my gear, make sure the pack animals are properly stowed someplace, and pull Ah-Dee Ate out of its scabbard, marveling at how the ebony blade seems to absorb the sunlight.

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Tarek shakes the dust and sand from his cloak and looks at the massive structure. At least we will be out of this hot wind and sun. My eyes will adjust but we may find our wayfinders useful inside. Who wishes to be the trap finder on this mission, or shall we take turns?
Tarek checks his gear and unloads the animals I think it will be OK to the leave the animals tied up in the shade of the pillars. We should make sure they are well watered just in case it takes us longer than we think. Anyone see any signs that someone beat us here? Tarek looks around for any signs of recent activity
Perception: 1d20 + 10 ⇒ (4) + 10 = 14

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Isador takes a long drink of water from a half empty waterskin, allowing some of the water to wash down his neck removing some of the sweat clotted sand from his neckline.
He sets his gaze on the pyramid before them and seems to be captivated by the structure. After a few moments, he returns his gaze back to his companions.
You are right about the potential for traps and pitfalls. The palace would have had a lot of security measures to discourage tomb raiders. I will certainly be willing to scout our path for any signs of these devices.
I believe that our choice to hire the camels has given us a head start on any competition so we should not waste it.
He unslings his shortbow and looks towards the entryway. Caoilte, I will use my bow at range and try to keep out of your way. Let's get going!
Perception: 1d20 + 6 ⇒ (9) + 6 = 15
Stealth: 1d20 + 10 ⇒ (6) + 10 = 16
Acrobatics: 1d20 + 10 ⇒ (6) + 10 = 16
Disable Device: 1d20 + 9 ⇒ (11) + 9 = 20

GM Brew |

The agents take some refuse in the structure and take a moment to observe the building. Tarek observes several worn carvings along the portico walls but time and weather has rendered them undecipherable.
The party continues cautiously into the building. A pair of carved and brightly painted granite columns support the ceiling of this darkened, roughly triangular chamber. To the east, stone statues of a regal man holding a crook and flail and wearing a striped cloth headdress stand on either side of the chamber, though the head of one of the two statues now lies cracked and broken on the alabaster floor. Two more stone statues depicting winged creatures with leonine bodies and falcons’ heads sit beyond.
The smooth granite walls are decorated with hieroglyphs and faded murals that depict loyal subjects and slaves presenting offerings to a pharaoh who sits on a gilded throne, flanked by winged, falcon-headed lions. A passageway to the west stretches off into darkness.
Drawing on his vast knowledge of history and the arcane, Havelock is certain that the statute depicts none other than Sekh-pa-Mefer III, the Pharaoh of Sphinxes. He also identifies the winged creatures as hieracosphinxes.
The party gets ready to move into the passageway when Isador grabs Caoilte's shoulder, pulling him back a stop. The relic thief crouches down and gingerly uses his hands to swipe away a layer of dust. He runs his finger along the edge of a groove in the stone. Isador looks about and nods, indicating he has found a pressure plate. He surmises stepping on the plate would likely be a bad thing.
Havelock, please note that mage armor does not stack with worn armor, so he gets no benefit from the spell. 'lock would know that and not expend the charge. A shield spell, however, would stack.
perc: 1d20 ⇒ 8
perc: 1d20 ⇒ 1
perc: 1d20 ⇒ 19
perc: 1d20 ⇒ 16

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Good eyes! Think you can disarm it? Tarek contemplates other options around the trap just in case they are unable to disarm it.
Tarek will cast guidance on Isador to give him an additional point for one skill check
If we are unable to disarm it, I do have a few sections of canvas we can use. If we fill it with sand, we may be able to drag it across the plate with rope to see if we can trigger it from a distance.

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Isador slides his hand across his forehead before stooping low towards the pressure plate. He gently blows the sand away trying to define the full extent of the pressure plate.
these can be quite tricky and sometimes they are a ruse for the real trap hidden elsewhere.
He removes a thin steel tool from a hidden fold in his cloak and he inserts it under the plate attempting to disable the device.
Perception: 1d20 + 6 ⇒ (7) + 6 = 13
Disable Device: 1d20 + 9 + 1 ⇒ (20) + 9 + 1 = 30

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While Izzy examines the trap, I cautiously take a few steps and place what appears at least to be a solid wall between Izzy and myself.
Yes, traps can equate to treasure in a tomb, providing they have never been set off or reset themselves.
Now Izzy my good friend, since it does seem the Aspis Consortium is on our heals, and the pack animals will no doubt alert anyone that comes behind us that we are here, is there any chance that you could potentially reset any of the traps that you deactivate, once we successfully negotiate past them?
I do not want to put you at any additional risk my friend, but they are a rather nasty and brutal lot and if we can throw them off our trail, slow them down, attrite their numbers, or even better, wound one that requires the aid of another to help carry or move them I think it would be most helpful. Besides, I would hate for them to not have the same opportunities of success or failure as us.
I replaced the wand of Mage Armor with a second Wand of Shield so everyone that thought they got zapped with Mage Armor, actually got zapped with Shield. It does not last as long, but it also stops magic missiles.

GM Brew |

A bead of sweat drips off Isaor's brow, and not one form the sweltering heat as he carefully works the pressure plate. The party hears a slight click then everyone freezes as they wait to see if Isador's actions trigger the trap or if his skills once again save them from a terrible inconvenience or worsea. After a tense moment, nothing happens and Isador stands triumphant, confident that the trap has indeed been bypassed.
The Archons collect themselves and set off down the halfway beyond the entryway. Shafts of sunlight shine down from slots in the ceiling of this long, straight corridor, illuminating the piles of sand that have accumulated beneath each slot. Elaborate carved reliefs, their paint now faded with time, cover the walls on both sides of the passage, depicting the legendary deeds of a great pharaoh. The hallway is long, Isador surmises at least 750 feet as they travel into it. Isador lighting the way with his wayfidner, the group spies what appears to be a stone pyramid nearly halfway down the corridor. As they approach, the pyramid springs to life! It rolls toward the party.
Round 1
Isador
Havelock
Isador
Caoilte
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Large Animated Pyramid
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Game on! I am trying out a new format that I picked up in a game I played during the GameDay. I will post status as listed above. I will post current HPs and damage down to enemies as well as list any active effects. If your name is in bold, then you are set to act. If your name is not in bold, then hold off on posting until prompted. I found this format to be very effective in my game, let me know what you think.