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Doyle Tavener's page
RPG Superstar 2009 Top 16. Organized Play Member. 51 posts. No reviews. No lists. 1 wishlist. 1 Organized Play character.
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Kar-En-Helit, Vessel of Moeris
Male human Wizard 14/Male Human Ghost Wizard 18
Description: 6’ 2” 160 lbs. The leader of the Cabal of Moeris is an imposing figure, adorned in the ancient manner of an Osiran God-King. His shaven head, imperial features and aura of cool authority bespeak of one who is born to power. He bears a crook, flail, and Uraeus crown.
Moeris appears to be the same individual, but his skin is albino white, with glowing red eyes and a palpable aura of frigid air. He bears the same regalia, with the addition of a scarab necklace.
Motivations/Goals: Kar-En-Helit has lived his entire life within the auspices of the Cabal, being raised by his father, the previous leader. His bloodline is the strongest in generations, enough so that he could be the first suitable Vessel of Moeris in centuries. He has been taught from birth that he is the true God-King of Osirion, for whom any act is justified in regaining the throne. He does not question his fate, and sees the near completion of his plans as proof of the inevitability of his destiny, to which all else is subservient.
However, he does not understand the true nature of the Ritual of Rebirth, which he believes will enhance his power and allow the assumption of certain offices obtainable only by a true Osirian God-King. In truth, completion of the Ritual will allow the spirit of Moeris to return from the Outer Dark and possess the body of his descendent, extinguishing the soul of Kar-En-Helit in the process.
Moeris’s own plans, set in motion millennia ago, are simple enough; possess his descendent, reassume the throne of Osirion, and destroy the priesthoods that have defied and defeated his aims for so very long.
For now, The Pale King awaits in the Outer Dark, whispering to those who possess his bloodline, corrupting or deceiving them as to the true nature of the Ritual of Rebirth. For now his attention is focused on Kar-En-Helit, but that could change if another of his bloodline arises…
Schemes/Plots/Adventure Hooks: If the PC’s become involved in the machinations of the Cabal, then the trail will eventually lead to Kar-En-Helit, especially if the more self-serving sub-leaders of the cult direct the PC’s attention down this path.
If one of the players possesses the Bloodline of Moeris, visions and ancestral memories might guide the PC in the direction of Cabal, regardless of the player’s intentions.
The PCs might also be hired to acquire the last item of Osirion Regalia, the Scarab of Rebirth, for Kar-En-Helit, who may not trust his own servants enough for so sensitive a task.
Once the Ritual of Rebirth nears completion, mystical wards will be triggered in Osirion and across Golarion, as the priesthoods of the gods who first defied Moeris alert their worshippers that an ancient evil nears its rise. PCs may be asked to interrupt the Ritual, or failing this, destroy Moeris and any who still carry his bloodline.
Kar-En-Helit/Moeris CR 20
LE Medium Undead (augmented humanoid, human, ghost)
Init +6 [+2 dex, +4 Improved Initiative]; Senses darkvision 60 ft; Perception +10
===== Defense =====
AC) 22, touch 20, flat-footed 20; (+4 armor, +4 deflection, +2 dex, +2 luck)
hp 58 (14d6);
Fort +8, Ref +8, Will +13
Defensive Abilities Immune to all mind-affecting effects; SR 20
===== Offense =====
Spd 30 ft.
Melee Staff of Power +11/+6 [+9 BAB, +2 enhancement ] (1d6+2), Rod of Flailing +10/+10/+5 [+9 BAB, +3 enhancement, -2 extra attack] (1d8+3), Grave Touch +9/+4 (1d6+9)
Special Attacks Corrupting Gaze (Fort DC 21), Telekinesis, Manifestation
===== Tactics =====
Before Combat Moeris is not yet incarnate within Kar-En-Helit before the Ritual of Rebirth, and so does not have any spells pre-cast or prepared after the ritual is complete.
During Combat Once incarnate, Moeris will concentrate on defending himself using the Staff of Power, defaulting to the Rod of Flailing or Grave Touch if that is taken away from him. If Kar-En-Helit’s body is destroyed he will manifest as ghost with 126 hp and attack to kill those who have frustrated his aims. b]Morale[/b] Moeris will not flee combat, though he is reluctant to activate the final strike ability of the Staff of Power, for fear of destroying the Regalia. If someone destroys one or more of the set of items, then he may do so if there are enough charges, in his judgment, to wreak final vengeance upon his foes.
===== Statistics =====
Str 10, Dex 14, Con 10, Int 24, Wis 16, Cha 16
Base Atk +9/+4; CMB +9
Feats Brew Potion, Combat Casting, Craft Rod, Craft Staff, Craft Wondrous Items, Improved Initiative, Maximize Spell, Quicken Spell, Scribe Scroll, Spell Focus (Necromancy), Spell Focus, Greater (Necromancy), Spell Penetration, Spell Penetration, Greater
Skills Appraise +13, Bluff +8, Diplomacy +8, Heal +8, Intimidate +8, Knowledge (arcana) +28, Knowledge (dungeoneering) +13, Kowledge (engineering) +13,Knowledge (geography) +13,Knowledge (history) +15,Knowledge (nature) +13, Knowledge (nobility) +13, Knowledge (planes) +13, Knowledge (religion) +23, Linguistics +23, Perception +10, Sense Motive +8, Spellcraft +28
Languages Common, Elven, Draconic, Osirian, Abyssal, Infernal, Celestial, Aquan, Auran, Ignan, Terran, many ancient languages.
SQ Undead Traits (mental only)
Combat Gear Regalia of Osirion; Shepard’s Crook (Staff of Power, 50 charges), Flail (Rod of Flailing), Uraeus Crown (Headband of Intellect +4), Scarab of Life (Scarab of Protection). With the exception of the Scarab of Life all of the regalia become empowered by the Ritual of Rebirth. Before that point, the Staff is +2 Quarterstaff, the Rod is a +2 Dire Flail, and the Crown is a Headband of Intellect +2. They return to these forms if Moeris is defeated. In addition, Kar-En-Helit possesses a Ring of Protection +4, and Bracers of Armor +4.
===== Special Abilities =====
Ancestral Possession (Su) This ability allows Moeris to possess one of his descendants with a strong enough bloodline to The Pale King. This works like the Malevolence power of a ghost, which functions without fail if the Ritual of Rebirth is enacted, which summons up the spirit of the long dead God King

Kar-en-haris, Grand Master of Spies
Male human Rogue/Assassin 6/8
Description: 5'10", 160 lbs. Kar-en-haris is a nondescript man in his fifties, whose only significant traits are his dark hair, olive skin, and unusually fit appearance. He affects the garb and demeanor of a distinguished-looking scholar, though in fact he is the master of a wide network of spies, with agents in nations across Golarion. In private, his face takes on a sardonic and hard-bitten air and the formally mild eyes blaze.
Motivations/Goals: As the head of an entire branch of the mysterious Cabal of Moeris, he has worked for many years to increase both the Cabal's power as well as his own. The spy master prides himself as a subtle schemer, using only the minimum necessary force or resources to achieve his aims. Originally interested in the acquisition of worldly power, he has grown to enjoy the possession of secrets for their own sake. His greatest aim is the ultimate goal of the cult - the return of Moeris, the God-King of ancient Osirion, to the modern world. There is no doubt much power to be gained as the servant of a living god.
Schemes/Plots/Adventure Hooks: As the spy master for the cult, Kar-en-haris has many missions in motion at once. These include:
* Reconnaissance missions for nations against their foes.
* Infiltration and takeover of small organizations like merchant houses, guilds, and criminal gangs.
* Uncovering specific secrets about the powerful that might be used against them.
PCs can either be hired for these missions, or uncover and stop them in the course of their adventures.
Kar-en-haris constantly searches for the means to return Moeris to the land of the living. This requires:
* An individual with a strong bloodline connection to the ancient God-King.
* The ancient regalia of Osirion, or suitable duplicates.
* The complete Ritual of Rebirth, which exists only in fragments of "The Testament of Moeris", an ancient text possessed by the cult.
Kar-en-haris has these requirements mostly fulfilled, but needs a few more pieces:
* The putative head of the cult has the necessary bloodline, but Kar-en-haris worries that he may become intractable, or discover the secret behind the ritual. An alternate should be found and tracked, without the leader's knowledge.
* The current version of the ritual needs to be performed on someone descended from the bloodline of Moeris, to determine if it will work as intended. This could be a PC, or a PC's dependent.
* The last bit of regalia must be stolen from its current owner, a powerful noble of Cheliax. The noble might hire the PCs as guards or ask them to recover the valuable artifact.

Aura moderate divination, illusion; CL 9th
Slot —; Price 21,000 gp; Weight 3 lbs.
DESCRIPTION
This icon of Desna is a three-paneled, illuminated screen which is hinged and can be folded for storage. The two smaller panels depict the Night Monarch, which appears as a huge butterfly, and Sorrowbrand, who appears as a Lillend with tears of stars. They face the center panel, in which Desna appears as a serene elven woman with butterfly wings, clothed in billowing clouds on a background of starry night. The icon is exquisitely constructed and painted, with silver leaf and gems accenting the scenes, all worth 5000 gp.
When the triptych is opened, any good-aligned priest or priestess may pray before the icon for an hour and activate the following magic, depending on which panel is invoked. The Night Monarch panel allows the use of divination, 1/day. Sorrowbrand’s panel allows the use of dream, 1/day and Desna’s panel allows the use travelling dream (Gods & Magic, pg. 13), 1/day. Use of a panel precludes the use of the other panels until the next night.
CONSTRUCTION
Requirements Craft Wondrous Item, divination, dream, travelling dream; Skill Knowledge (Religion); Cost 10,500 gp

I intend to add a few gladiator teams based on characters from various comics that have appeared in the Dragon over the years. Take a look at these descriptions (based on the idea that the players will see them at the Free Dinner for the first time) and feel free to add others or provide alternate descriptions.
F. Fingers & Company
A human male with a large nose (wearing non-descript clothes and a dark sailor’s cap, armed with a dagger) eyes every Halfling near him with suspicion. There are two warriors with him, both with big mustachios who seem dour and competent, until a server passes behind them, whereupon they jump a foot out of their seats.
Philippos and Dexius, Announcers
You see Philippos and Dexius, announcers at the Free city arena. He is a sandy-haired man with an easy grin and a wicked tongue. She is an attractive redhead who seems like a steady foil for her partner. They appear to whispering together and giggling a lot. (DC 15 Listen/Perception check indicates they are talking about sex.)
Donato’s Company
There are two men and a dwarf at this table. The leader seems to be an extremely competent looking human warrior with a scowl who is currently using some small magic item to heal a dwarf , who is lying on his belly with a dagger sticking out of his back. The other human male appears to be a ‘trapsmith’, is whistling idly and looking the other way. (DC 20 Spot/Perception check reveals the ‘trapsmith’ to be missing a dagger.
Snarf’s Band
A goblin-ish humanoid, with a huge nose, is chatting idly with a beautiful barbarian in a fur bikini. They are accompanied by a Gnome in oddly shaped full-plate.
Any others?

OK, we got together this Sunday for our first session. I had five players, one of which left after character generation (not because of the game, I hasten to add).
Terry – Human Universal School Wizard
Michael – Human Cleric of Pharesma
Cody – Elf Rogue
Joe – Human Fighter (close combat specialist)
Robert – Human Fighter (archer)
We discussed the playtest style campaign, and what that would mean. They all agreed to run with it. I decided to run Module TC1, as I figured it would be short and sweet. We actually got to play the first encounter with the dogs, and made it to the inn before the end of the session.
We discussed how characters would be generated, and the players chose point allocation (I went with 28 points).
Several of the players were disappointed that I mandated that only the current draft classes would be allowed, but they went along with it. They are anxious to see the other classes.
We discussed adding more hit points, using the options discussed on pg. 11. Two of the players liked the flat option, and three preferred standard, which surprised me. The players noted that the majority of the other options seemed excessive.
We discussed experience option, and again the players chose the standard options. One suggested that the rapid option would be good for a playtest, but he was outvoted. I might revisit this in the future.
Specific Feedback
* The list of school and domain powers should be included in the class descriptions. It seemed like it was too much trouble to flip back and forth.
* The player with the Elf wanted the return of the elven racial attack bonuses.
* The player with the cleric wanted 0-level spells to be adjusted for high stats, and pointed out that having more first level than 0 level spells seemed kind of odd, even though he acknowledged it was already like this in 3.0/3.5.
* The majority of the players liked the skill system. They liked both the fact that all skills had the same modifier, based on training, and they liked the idea of gaining more skills as their character rose in level. The only trouble they seemed to have was distinguishing between Trained and Trained dross-class. I still believe dropping the cross-class distinction would not be unbalancing while making skills simpler to deal with. Some skills could restricted to certain classes (like UMD) but otherwise, if the player wants a stealthy Wizard, why not let him have it?
* The players were very enthusiastic about the skill consolidation, which they thought was an obvious improvement.
* We did not get to use the CMB, but when I explained what it was, they seemed to like the idea. I’ll have a chance to use it extensively if there is a bar brawl next session.
* One of the players noted that there should be pre-generated characters made available, along with customization options. I have to agree with this, as it will give us an idea about the ‘baseline’ for PCs, as well as making character creation easier for those who don’t wish to invest all that much effort in it.
* The players flat-out refused to worry about equipment unless I actually made them, or promised serious consequences for not tracking it. Based on this, I suggest dumping the encumbrance rules altogether. I have yet to run a group that actually kept track of encumbrance or enforced any penalties based on it. They did keep track of the armor based skill-check and movement penalties, and since the 3.0/3.5 says the weight and armor penalties don’t stack (right?) it probably needs to be junked anyway as a useless rule. I suggest keeping a flat cap on weight based on Str with a simple draconic penalty for a single pound over the limit.
* I used a fan character sheet, which they actually had quite a bit of feedback on, even after I explained it was a fan effort. I suggest you guys take the time to come up with a character sheet and get feedback on the sheet as well. They suggested that the Trained bonus have it own column in skill calculation, and they thought it would be confusing for it to be called the level bonus. The sheet should be easy to read, and include spaces for CMB as well as Maneuver Defense.
* The spellcasters seemed nonplussed about the Domain and School powers. That may change after adventuring for a while.
* I wouldn’t mind seeing some level based ‘style’ choices for the non-spellcasting classes, like fencing and other basic weapon styles for fighting classes. The players seemed to gravitate toward this anyway, so why not reward them for distinguishing their characters? This might reduce the need for 50,000 different prestige classes. :)
* The general reaction seemed good, with one caveat; the players said they wanted the game to be as much like 3.5 as possible, especially the more experienced players. But when actually exposed to a sub-system they perceived as better, they were more than willing to adapt to what they considered to be a positive change. Given that attitude, I applaud your decision to take a year and a half to openly playtest this thing, as that will be the only way to build consensus about your final product.
Any questions or comments are welcome.
Doyle
Unplaytested Suggestion: Fold Climb and Swim into a single skill, called Athletics, which would be Str-based.
I would further consider folding Jump into this skill, as it was originally Str-based. Then Escape Artist could be folded into Acrobatics, which means each of the new skills would subsume three old skills, which has a nice symmetry to it.
I would also add a feat that would allow a Dex mod to be substituted for the Str in Atheletics.
By folding Handle Animal and Ride together, you get a skill which is very often raised in tandem anyway.
Unplaytested suggestion: fold Climb and Swim into a single skill, called Athletics, which would be Str-based.
I would further consider folding Jump into this skill, as it was originally Str-based. Then Escape Artist could be folded into Acrobatics, which means each of the new skills would subsume three old skills, which has a nice symmetry to it.
I would also add a feat that would allow a Dex mod to be substituted for the Str in Atheletics.
By folding Handle Animal and Ride together, you get a skill which is very often raised in tandem anyway.

Jason, et al,
When it comes to the skills, what are your priorities for changes, and what principles will you apply when revising?
From your intro, it sounds like these are the priorities:
Reduce prep time
Backwards compatibility
Ease of use during play
Since everybody and their brother has`different opinions about skill use, you should also talk about the principles you will be using to evaluate any changes. Generally speaking, I expect you are using the following design principles, but I am very interested in hearing your opinion on these matters:
KISS: Keep It Simple Stupid – When two systems achieve the same general effect, use the simpler system.
Don’t look it up – whenever possible, create rules that don’t need to be referenced from the book to use. That is, use skill vs. skill checks over static DCs, or make the static DCs easy and intuitive (like Jump, which is based on the amount of feet jumped).
Utility – Dump or consolidate skills that don’t get used or that get rarely used. (Personal opinion: you need to be absolutely ruthless about this.)
Can I use the old stat block easily? – each change must be justified in light of its applicability of use with the old stat block. That seems to me to be the essence of backwards compatibility.
So, how close did I come to your vision in these matters? Anything you would add or subtract?
I have noticed that there are battlemaps on the web that are blown-up versions of the blank maps from the Dungeon downloads.
Do any of you mapmakers care to share your secrets of how you blew up the maps to the right scale for miniature battlemaps? I have been trying to use Dunjinni, without much success, and I am wondering if blowing up the blank maps is the way to go.
Doyle

I wrote a set of character creation guidelines for AoW that I would appreciate critiques of. Any useful advice on tone, substance and if I am too much of a control freak would be welcome. :) - Thanks
Age of Worms Character Creation Guidelines
Statistics: use the point buy method, at the “High-powered Campaign” 32 point level. No stat can be lower than eight.
Available Races: standard Races from the PHB only.
Available starting classes: any 20 level classes from a WotC 3.5 book.
Class Recommendations: I strongly recommend that the players generate their character together, trying to create a balanced party. Feedback from other groups tends to support this; the more balanced the party is, the greater likelihood of success. By balanced, I mean: Fighter, Rogue, Cleric, Wizard, Bard and an additional fighter type like an archer build-Ranger or a Paladin.
It is most important to have a front-line fighter, a rogue with good range of skills, a cleric who can heal, buff and turn undead, an arcane caster with a wide variety of spells to choose from (like a wizard) and an interpersonal skills specialist (like a bard).
Remember, the more specialized your character is, the less flexible they will be. Feedback indicates that flexibility and team work matter more than how powerful any one character is.
That said, these are recommendations, not mandates. Choose what works best for you.
Alignment: no evil alignments. Nuff said.
Background: I do have some mandates for backgrounds.
* All characters must be stuck in Diamond Lake for some reason. This could be financial, family obligations, love interests, etc. The key here is to pick a situation that can be resolved within the first three scenarios or so.
* All Humans & half-orcs must be from Diamond Lake. Elves, dwarves, halflings and gnomes must be attached to the racial enclaves in Diamond Lake, but need not be from Diamond Lake.
* All the characters must know each other, and be part of the same ‘crew’. This is not to say that all the characters are best friends or bosom buddies, just that they all know each other and would be willing to trust each other in a fight.
* All the characters should have a contact or other friend or relative that would be willing to avenge them if they died. This is so the player can have a character waiting “in the wings” should your PC die, insuring some measure of campaign continuity.
Background & Character Class: here are a few notes to help with integrating various classes into the background.
Barbarians could originate from the enclaves of Marshmen in the Mistmarch. However, these peoples should be treated more like Bayou swamp folk than raving hordes, and probably produce as many rangers as barbarians. That said, these are the only folk locally that produce barbarians.
Bards: Bardic lore come from a variety of sources, and all races and culture produce Bards. There is plenty of work to be had in Diamond Lake for bards, and many masters of the craft travel through town, even if they do not stay for long.
Clerics are common in Diamond Lake, with Hieroneous and St Cuthbert of the Cudgel being the most numerous. Wee Jas has a substantial following, sue to the presence of the Temple of the Green Lady, across the lake. Other priesthoods of the Greyhawk pantheon might well dispatch young acolytes to serve the needs of community, as a way of testing their mettle in trying circumstance.
Druids of the Old Faith are a not uncommon sight in Diamond Lake, due to the proximity of the Grey Circle and their regular pilgrimages to the Bronzewood Lodge.
Fighters, are of course as common in Diamond Lake as they are in all of the war-torn Flaness, from the bully boys of The Feral Dog to the professional soldiers of the Greyhawk garrison.
Monks would come exclusively from the Twilight Monastery of Xan Yae.
Paladins would be protégés of Mélinde of Heironeous, of the chapel of the same in the Militia Garrison
Rangers might come from a variety of sources; the Marsh Folk, the Greyhawk Garrison, the elves of the Enclave, the Old Faith, etc.
Rogues should feel right at home in Diamond Lake, even if they are not associated with a Guild. However, home grown rogues tend to be bully boys and con artists rather then burglars or second-story men.
Sorcerers are branded with the taint of magic from somewhere in their bloodline, and such individuals are looked upon with suspicion and sometime branded as witches and burnt by the superstitious populace.
Wizards are rare in an illiterate bastion of ignorance like Diamond Lake. There may be a few in town, but for the most part they are older failed apprentices who eek out a living by peddling potions. Any true Wizards would undoubtedly be apprentices of Allustan.
Favored Souls are chosen by the gods, and so might appear anywhere on Greyhawk, even in Diamond Lake.
Factotums are generalists that would be useful to any business or government entity in Diamond Lake.
Healers would no doubt be products of training from any other Clerical or Druidic religions, or even the Twilight Monastery.
Hexblade, Warlocks, Duskblade, Warmages, and Spellthieves all require very specialized and rare training, which is not available in Diamond Lake.
Dragon Shamans and Spirit Shamans might be a product of the marsh Folk.
Marshals might be a product of the Greyhawk militia garrison, but it is very unlikely, seeing as this is militia duty, not open warfare.
Samurai, Ninja, Shujenja, Sohei, Wu Jen, and Shaman are from Oriental Adventures, and so are inappropriate for Diamond Lake (or anywhere in Greyhawk, really).
Nobles and Knights are not appropriate for Diamond Lake.
Psions, Psychic Warriors, Soulknives and Wilders, while rare, do exist on Greyhawk and would most likely be products of training from the Twilight Monastery.
Scouts might be a product of either the Grey Circle or the Greyhawk militia garrison.
Swashbucklers would find Diamond Lake very boring, but might arise as a expression of rebellion.
Beguilers might well exist to take advantage of all the marks in the mining town.
Please note that none of the Tome of Battle, Tome of Magic, or Book of Incarnum classes are appropriate for mixing with normal D&D classes.
I am about start running the AoW. If you had to give me your top three points (or more, if you want) to keep in mind while running AoW, what would they be?
Thanks!
Doyle

This is directed to those Paizo folks involved with the design of the new item cards series.
Before I start expressing my concerns, I want to state that I do love this product quite a bit. This is exactly the sort of thing I have always wanted to have as a GM at my table, and I love both the appearance and production of the cards.
That said, having bought quite a few boosters, I do have some issues with the distribution of the cards I received. I want to state that I do understand that this is a randomized product. I do understand randomization allows you to produce cards in an economy of scale that you would not be able to produce otherwise.
That said, after buying a large amount of boosters (large amount for me, anyway) I came away from the experience wishing I had bought less, not more. Now, that’s not so great for me, but if my opinion is shared by many others, not so great for your guys’ bottom line, either.
I initially bought seven boosters, cleaning out the stock of my local FLGS. I told him that I would be willing to buy another display box, as well, and he eventually got it in. I ended up buying all 12 boosters of the second display box.
So, after having spent about $72 ($66.50 + tax) I now had 206 cards. Of those cards, I got 98 originals, and 108 dupes.
Now there are only 110 cards in the set. I was willing to spend the money on an extra display box because I wanted a complete set. I was missing about 15 cards or so, and much to my surprise, when I open up those 12 new packs, I found that I had gotten only four new cards, still leaving me 11 cards short of a full set.
As I understand it, this means that the same 11 cards were very likely missing in both the display boxes I drew from. Now it seems possible to me that those 11 cards I was still looking for were in the 5 boosters I initially missed buying, but it doesn’t seem likely.
Here are the cards I was missing.
3, 6, 7, 9, 10, 13, 19, 31, 40, 50, 103
Like I said, this is all random distribution. I can accept that I should have expected something like this to happen, but it is a different thing for it to actually happen to you, if you take my meaning.
I would have much rather had complete set with few or no dupes. One of the great appeals to me of this product is that you can have a picture for a magic item, which reinforces the illusion of the uniqueness of each item. Given that premise, all those dupes do very little for me, even I were to still use them, because the sense of uniqueness is now gone. In fact, I can even hear my players complaining about it now, “My +3 Longsword of Coolness looks exactly like his +2 Longsword of Suckiness! How lame is that?”
I do understand that I can now trade for the cards I need. And that is most likely what I will end up doing.
But, and this is the point, I would have much rather purchased two 20 or 25 dollar decks of 54 cards each, then the purchase I have just made.
Now I will buy the next couple of sets as they come out randomly, but at this point, I cannot recommend that anyone buy more that a single display box. Frankly, I would buy a half a display box, or less, and see if you are OK with the sort of distribution you get.
Now, I want to add a single coda. On both sets of display boxes, all the packs I bought were open at the bottom seam. It did occur to me that someone might have tampered with the packs, either at the FLGS or the distributor. But I have seen this before with other CCG games, so it seems at least possible to me that this was a defect due to the packaging process.
Since I don’t know if this was accidental or deliberate, I don’t want to mention the FLGS in question. Please contact me privately if would like to know the name of the store in order to track down the problem.
Finally, I also would prefer that all the illustrations be new, with no re-uses from previous sets, as is the case with set 2, because of the similarity issue I mentioned above (yes, I also bought the initial deck).
Again, I reiterate that this is a fantastic product. I only wish it were better still.
JavaApp
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