Shivra

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When the PC's encounter Moreto in AGoW, the adventure mentions that his 2 mohrgs and summoned undead will try to keep the adventurers at bay while he casts spells at the beginning of combat. But it doesn't say anything about how he summons undead, or what type of undead he can summon. Did I overlook something?

Are true ghouls maybe in the Monster Manual or some other source and I just somehow forgot or never noticed them? No sourcebook is mentioned in his description. If these creatures have been printed in a 3.5 source, reading their entry might explain some of this stuff that's not clearly explained here - I'm assuming the spectral transformation ability that is named in his stat block but never detailed refers to his becoming a spectre upon being killed (described in the Tactics entry without referring to that ability), but perhaps there's more I should know about that before the encounter as well...

While we're at it, I'd be happy to hear about anything other DM's did to spice this enounter up a bit other than what's printed in the adventure. But mostly I'm just curious about the summoned undead.

Thanks to anyone who can clear up some of this stuff,

Kang


Quick question regarding the feat, Superior Weapon Focus...

Does it exist in D&D3.5? I also play DDO, and my character there needs to pick up that feat, but it wasn't available to him at ftr15 despite meeting all the prerequisites - those that were listed in the feat description when I hovered my mouse over it, anyhow...

If anyone familiar with DDO knows whether there are additional prerequisites - fighter or character level, perhaps? - I'd appreciate it if you could let me know. Aside from that, if anyone knows the answer to this as applicable to plain old tabletop D&D 3.5, that would be nearly as good - most of the rules are pretty much the same. I'm not even 100% sure the feat exists in tabletop D&D, but the name sounds familiar so I think it is probably in one of my accessory rulebooks somewhere (it's not in the SRD; I checked).

I used to be able to remember all this stuff...

Thanks,

Kang


Oh well, it was a long shot. I actually managed to get it done here during a break, so here it is for anyone else who needs it. Looks like I spelled Griffon wrong when I was trying to do a search for it; maybe it's already here somewhere in an old thread. Note, I didn't make any changes other than what's in the fiendish creature template, so the fluff like prices for their eggs and all that stuff is probably wrong. Pretty sure about the crunch though - but please correct me for future reference if you spot any mistakes!

FIENDISH GRIFFON
Large Magical Beast(extraplanar)
Hit Dice:
7d10+21 (59 hp)
Initiative: +2
Speed: 30 ft. (6 squares), fly 80 ft. (average)
Armor Class: 17 (–1 size, +2 Dex, +6 natural), touch 11, flat-footed 15
Base Attack/Grapple: +7/+15
Attack: Bite +11 melee (2d6+4) (as magic weapons for bypassing DR)
Full Attack: Bite +11 melee (2d6+4) and 2 claws +8 melee (1d4+2) (as magic weapons for bypassing DR)
Space/Reach: 10 ft./5 ft.
Special Attacks: Pounce, rake 1d6+2, Smite Good
Special Qualities: Darkvision 60 ft., low-light vision, scent, DR 5/magic, Resistance to cold and fire 5, SR 12
Saves: Fort +8, Ref +7, Will +5
Abilities: Str 18, Dex 15, Con 16, Int 5, Wis 13, Cha 8
Skills: Jump +8, Listen +6, Spot +10
Feats: Iron Will, Multiattack, Weapon Focus (bite)
Environment: Any Evil-aligned plane
Organization: Solitary, pair, or pride (6–10)
Challenge Rating: 5
Treasure: None
Alignment: Always evil(any)
Advancement: 8–10 HD (Large); 11–21 HD (Huge)
Level Adjustment: +5 (cohort)
Griffons are powerful, majestic creatures with the characteristics of both lions and eagles. From nose to tail, an adult griffon can measure as much as 8 feet. Neither males nor females are endowed with a mane. A pair of broad, golden wings emerge from the creature’s back and span 25 feet or more. A griffon weighs about 500 pounds.
A griffon cannot speak, but understands Common.
COMBAT
Griffons prefer to pounce on their prey, either diving to the attack or leaping from above.
Pounce (Ex): If a griffon dives upon or charges a foe, it can make a full attack, including two rake attacks.
Rake (Ex): Attack bonus +8 melee, damage 1d6+2.
Smite Good (Su): Once per day the creature can make a normal melee attack to deal extra damage equal to its HD total (maximum of +20) against a good foe.
Skills: Griffons have a +4 racial bonus on Jump and Spot checks.
TRAINING A GRIFFON
Although intelligent, a griffon requires training before it can bear a rider in combat. To be trained, a griffon must have a friendly attitude toward the trainer (this can be achieved through a successful Diplomacy check). Training a friendly griffon requires six weeks of work and a DC 25 Handle Animal check. Riding a griffon requires an exotic saddle. A griffon can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.
Griffon eggs are worth 3,500 gp apiece on the open market, while young are worth 7,000 gp each. Professional trainers charge 1,500 gp to rear or train a griffon.
Carrying Capacity: A light load for a griffon is up to 300 pounds; a medium load, 301–600 pounds; and a heavy load, 601–900 pounds.


Hi,

I already posted this in the D20/OGL3.5 section, but since it is particularly relevant to the A Gathering of Winds adventure and I'm sure that there are people reading this who have run this encounter, I think that I should maybe have posted it here instead. Apologies if this kind of cross-posting is considered out of line here, but this is where I really wanted it to go, and now it's too late.

Anyhow, the question is about what size the new black puddings should be after the original pudding splits - ie. same size as original, or smaller?

Here's the thread I posted, which goes into a bit more detail (or at least a bit more rambling).

Thanks, and feel free to reply either here or there - I'll be checking both.

PS. Did anyone else have the opportunity to consider this issue earlier in the campaign? I did; there was a black pudding in the wandering monster table for the sewers in HoHR en-route to Zyrxog's lair. It wasn't easy, but I rolled one up and it ate one PC so thoroughly dead that the party was lucky to have been able to salvage enough of him to get raised!


I am wondering if, when a black pudding gets split, the 2 new puddings, each with 1/2 the original's HP, would be smaller than the original. ie. would a Gargantuan pudding split into 2 Huge puddings, which could then each split into 2 large puddings and so on, or would they keep splitting into twice as many Gargantuan pudings?

The SRD says, "the creature splits into two identical puddings, each with half of the original’s current hit points." Clearly, the 2 puddings are identical to each other, but that doesn't say whether they should be identical to the original. Since they're clearly different from the original at least in terms of hit points, I tend to think the new split puddings could or maybe even should be smaller (which seems logical... especially since I seem to recall reading that doubling or halving a creature's actual physical size is generally equivalent to changing sizes by 1 category), but that is only in general; I have no clearly applicable rules basis for this situation in particular, and it's not like D&D doesn't have oozes that can grow quickly given the right stimulus. Is there an obscure FAQ out there somewhwere that covers this?

If no better suggestions or new info arises here, I'm going to go with the, "the creature splits into two identical puddings, each with half of the original’s current hit points and one size category smaller," option...
ie., 1 Garg. BP w/290hp => 2 Huge BP w/145hp => 4 Large BP w/72hp => 8 Med. BP w/36hp => 16 Small BP w/18hp => 32 Tiny BP w/9hp.

That seems to make sense, and is also much easier to fit on most battlegrids than 32 gargantuan puddings would be

Just wondering how have others dealt with this, and why they do or don't believe they were following the rules upon doing so.

Thanks,

Kang


Some spoilers for Champion's Belt adventure coming up - beware!

Hi,

I seem to have misplaced my copy of the Dungeon issue #128, containing the Champion's Belt adventure, and I haven't yet awarded XP for the last several encounters they played through. Without the magazine in hand, I don't have the CR's; without the CR's, I can't calculate the XP. So I find myself in a bit of a pickle!

I am wondering if someone who has the magazine handy might be able (and kind enough) to look up a few CR's for me so I can dole out that well-deserved XP before our next session.

Here is the list of all monsters, traps, and NPC's for which the PC's have earned XP that I haven't yet awarded:
Auric
Khellek
the Ulgurstasta (in the arena during the final match; not in the understructure ahead of time)
the Spawn of Kyuss from the ulgurstasta's barf attack (I need the # of them too if possible, including Auric since he unfortunately got swallowed & transformed)
Freeing a PC from the cursed chest of nightmares (if this is even worth XP?)
the Froghemoth
the Alkilith

As if this weren't a big enough favour to ask, I would also like to know, if possible, what effect using the Scaling the Adventure sidebar for an 11th level party would have on any of the above. I do remember the froghemoth mini was definitely on a 4" base, if that helps at all in determining whether I used the scaling instructions or not. Note, I'm not asking anyone to calculate and apply the CR increases that go along with the scaling process - if it just says "add 2HD", just tell me that and I can figure out if that warrants a CR increase on my own. I'm not completely useless, see? :o)

Oh, and in case the sidebar does say they should change, I think the starting number of HD and the advancement entries from the statblocks of the froghemoth, alkilith, and ulgurstasta would also be necessary in order to figure out how the sidebar's changes should affect CR. I've got the books with the alkilith and ulgurstasta, but it wasn't your basic ulgurstasta IIRC, and I'm pretty sure the alkilith stats I have are from D&D 3.0 and may have changed a bit for this 3.5 adventure...

I know it's a lot to ask, but if anyone has the time to look up and post up any of this info, I'd greatly appreciate your kindness.

Thank you thank you thank you, in advance...

Kang


I purchased some of the WorldWorks Games pdf's through Paizo's store, since I had heard great things about these models, but once I had downloaded them, when I unzipped them there were only instructions - no images to print on cardstock, cut out, fold up, and glue together.

An email to Paizo's customer service quickly got me a reply back suggesting I try a different unzip utility as they had had a few complaints of this nature and that seemed to work. Guess what? I managed to find a free zip/unzip program on the net (called 7zip, found it through the "Gizmo Richards" site) and it worked great. Thanks Paizo Customer Service!

Before that, I had been using the standard unzipper that comes with Windows - tried this from 3 different computers all running different versions of Windows, and none of those had worked. So I figured there are probably *a few* other people out there who either have already or soon will run into the same problem - maybe this will help those people and also make life a little easier for Paizo's wonderfully helpful custServ people.

So if you ordered any of those pdf's here and have been experiencing the same problem, don't panic. It'll be OK. And the WWG models do look like they will be every bit as cool as people have been saying they are.

Thanks,

Kang


Anyone run Champion's Belt and have the party ignore the ulgurstasta until it was too late to save the final match's audience from being transformed into wights immediately following the awesome and terrifying "everything was fine with our system until the power grid was shut off by d!@#less here" scene?

I did, as you may suspect. They found the ulgu' when they were exploring the shrine of Kyuss, but after trying and failing to pick up the apostolic scrolls and shooting a single arrow at the ulgurstasta only to see it bounce harmlessly off the force field, they pretty much said, "oh well, I guess we can't get at it so let's just try and forget we ever saw that hugely evil sleeping maggot-thing. It seems peaceful enough right now" - they didn't even approach the containment field or anything. Now they've somehow killed it without losing a single PC life (for a change) and, before too many wights had left the carnage in the stands, escaped the arena through the hole the ulgu' left when it burrowed up to the surface, then fought their way past a few guards-turned-wights up through the understructure and into Raknian's palace where they performed a quick search (found their hard-earned prize money), stole some horses, and high-tailed it to Eligos's manor (stopping briefly at a couple of temples on the way to warn whatever low-ranking priests were lucky enough to be minding the temple while their superiors were off enjoying the games), the party cleric turning those few gangs of wights that they encountered as they left the area. They found the note hinting that going to Diamond Lake to see Allustan would be in order, but perhaps unsurprisingly they feel duty-bound to stick around for a while and try to help save what's left of the populace and contain the wights so they don't spread across the whole land. My ruling was that the arena was big enough to hold nearly the whole city, and that it was a sell-out crowd, so the rest of the city is mostly deserted and there are tens of thousands of wights roaming around the arena and environs, slaying as many of the several hundred surviving audience members as they can.

I'm thinking I can't be the only DM to have presided over such a debacle, so my question to the rest of you is, did your party decide to stick around for a while after lettign something like this happen, and if so, what sorts of side-quests did you throw their way to keep everyone entertained until they decided to move on, one way or another? I have one PC who has an Aunt who raised him living in town, so I plan to cook up a scenario where they can try to rescue her (if he even remembers to think of her, which I wouldn't put money on), and I'm thinking maybe they can somehow rally some of the surviving city watchmen to try and seal the gates so the wights will have a harder time getting out into the world; maybe put up some (permanent?) Celestial Brilliance spells around the perimeter near gates & other areas where wights might try to get out or that will require living guards, etc., but I'm looking to have several options they can choose from that I can either suggest via NPC's or use to cover any less obvious plans they might come up with on their own. So; suggestions, side-treks that worked out well for you, etc.?

It'd be good if not the entire city is a complete write-off by the time they leave, even if some 95% of the population will need to be rooted out and destroyed (hopefully mostly done by NPC's once the party gets them organized enough that they can leave for Diamond Lake without feeling totally irresponsible - if they stick around too long, they'll gain levels and I'll find myself using those darned Scaling the Adventure sidebars again, and I'd rather not go there as I only finally managed to have the adventures catch up to the PC's as of the start of this adventure). I think a few of them are already starting to consider looting the city for all they can carry, or maybe trying to take the whole place over for themselves, so I am thinking that offering them a few nobler options might help keep up the pretense of them being "heroes" until they're ready to resume the regularly scheduled campaign...

PS. How many seats would the Greyhawk arena have anyhow? And the city itself? Just wondering if my crude calculations from the metropolis-building rules in the DMG are even close to accurate, after I spent a couple of hours adding up all the members of various levels of the core PC and NPC classes using those guidelines... Perhaps the arena shouldn't be able to hold as much of the general population as I've estimated, which would give them a bigger pool of surviving citizens to work with...

Also, aside from suggested side-treks and demographic projections, I would not consider any other stories of disastrous/entertaining conclusions to the Champion's Games that you DM's out there may care to post to be off-topic here; let's hear how badly your players messed this one up!

Kang


Hi,

I'm in the process of scaling up the Champion's Belt adventure's encounter with the Alkilith, as per the adventure's sidebar. But I don't have Fiend Folio handy, and the stat block provided desn't appear to include an advancement entry - does anyone know if adding 4HD to an 11HD Alkilith would cause it to increase in size? I would imagine I'm not the first one to run a 10th level party through this adventure, so hopefully some of you have had occasion to look this up before and can remember without having to go find your copies of FF... but it's apparently on page 46, just to make life a little easier on anyone who is nice enough to look it up, in the event nobody remembers its new size category off-hand.

The base demon is Medium, so I'm guessing it will end up as Large, but I'd like to know for sure before I guess wrong and do all that work for nothing. Not that they aren't just as likely to all get swallowed to death by an advanced Madtooth the Hungry before that ever happens... But they do tend to get unexpectedly lucky sometimes, so who knows?

Thanks,

Kang


What's the deal with a Black Pudding's acid ability? At first it says one hit and a failed save immediately destroys armor and makes it useless, later it says it deals 21 hit points damage to metal objects, and only after 1 full round of contact. Does the latter ever apply to armor that's worn by the pudding's enemies?

If you get grappled/constricted by it and your armor makes its save, does it take the 21 points of damage if you're still grappled after a round, or does that just refer to steel doors you try to hide behind, etc.? If the latter, does the armor take any acid damage at all in this situation?

Last night in The Hall of Harsh Reflections (AoW AP - possible (but only 4% of 8% per hour in the sewers likely) spoilers ahead, beware) the party was searching the sewers for Zyrxog's lair and I rolled the black pudding as an encounter. One guy in newly-enhanced +2 full plate got hit once and his armor failed the save. Immediately destroyed? Meanwhile, another guy in a +1 mithral shirt got grappled and constricted to death over several rounds. Armor made its save every time - no damage? 21 points of damage to it for each full round grappled? Just not getting how his armor could possibly be in better shape after they pulled his corpse out of the dead pudding than the stronger armor of the guy who just got hit once and avoided getting grappled altogether. Can someone who knows what they're doing walk me through this scenario, round by round, the way it is supposed to work? Please?

Very much appreciated!

Kang


If you play Zanster, Olidon, KoKo, or Racklin, or if you ever have, then you have already read too much. Please turn back now, and forget you ever saw this thread.

For anyone else, OK, here's the deal. HoHR is written in such a way that by the end of the adventure, it comes to light that one of the PC's has been replaced by a doppelganger at some point in the adventure, or at least that there may be an impostor in their midst, and that there really hasn't been much reason for any of the other PC's to suspect which one it might be, since the one who gets replaced continues to act normally, use their regular character sheet, etc. Sure, there's the scene in the Crooked House where one of the doppelgangers tries to frame a PC for attempted murder, and if things go really wrong for the party at that point, the rest of the PC's might think that guy getting framed has something wrong with him. But chances are they'll prove their innocence before it comes to that. But I'm hoping to throw in a few little red herrings so that when it comes to light that one (or more than one, for all they'll know) of them may not be who he seems, they'll start suspecting each other and have at least a few chaotic rounds where they have no idea who to trust. I'll give you a little background on the PC's and the ideas I've come up with so far. I'm hoping for a few good suggestions so that each PC will have at least one reason why the others might doubt them.

The PC's:

- Zanster Tormilko, human fire-worshipping cleric. His player wanted to roll up a priest of Kossuth but since that is a FR deity and we're playing in Greyhawk, he doesn't have access to any official dogma or holy texts or even a name for his religion and just prays at/to the campfire, and sees visions therein when he's not scouring the nearest library for clues to his unusual source of divine power. Died in 3FoE in the Hextorite "kill room" when the rest of the party was just knocked out and imprisoned for later sacrifice. Woke up to find his soul facing Gendinom the Furnace Master (from a Wormfood article) on the plane of fire, acting as his deity's agent. Gendinom, knowing his master had plans for Zanster, offered to restore him to life in exchange for a promise to pay him back later with some unique creature or treasure to burn up in the fires of his forge. The party staged a jail-break with a little help from an assassin working fro the Hextorite secret police who'd been caught trying to infiltrate Theldrick's band of heretics. Zanster paid back Gendinom's favor after receiving a vision asking him to bring the body of the Ebon Aspect to the ring of standing stones at the Bronzewood Lodge, where an elder nature priest who'd also received visions from Gendinom cast the needed spells (requiring components available for the same cost as a raise dead spell, oddly enough, before anyone accuses me of being overly generous to my players) to bring the elder elemental to Oerth so Zanster could walk across a bed of hot coals to deliver the aspect's body personally.

- Olidon Rifter, human rogue. His player, having not previously provided one, agreed to accept the surname Rifter so as to tie-in to a Dungeon adventure I ran before AoW was released, where the party had to fight their way through a troglodyte warren to recover the corpse of his uncle Kai Rifter to bring it back for a decent burial. Wish I could remember the name of the adventure, sorry. Suffice it to say that his player missed almost every session of that adventure due to work pressures. Go figure. Anyhow, Olidon was raised by his Aunt, who believes their family to be cursed because all their men wind up getting killed while off adventuring. She is definitely not pleased that he has taken up with this band of neer-do-wells (who have inadvertently inherited the name of Kai's old band, the Last Men Standing, to her dismay), but he sort of took off on her without leaving any word when the party went to Diamond Lake to meet Allustan, so she's no doubt given him up for dead by now. Incidentally, they came to Diamond Lake to meet Allustan at the suggestion of Iquander, the head librarian of the Greyhawk Library, who thought the mage might be able to shed some light on Zanster's mysterious god and possibly figure out the significance of the missing pages from the evil book stolen by cultists of Vecna and recovered by the PC's in their first adventure, the Mad God's Key. It will eventually turn out to have been some blasphemous chapter about the unthinkable Ebon Triad, no doubt...

Racklin, the Amazing Spider-Monk. Max ranks in jump, climb, sometimes uses a net, took EWP (whip); basically this guy wanted his character to be Spider-Man. 'Nuff said? Has craftily ignored any hooks I've put out there that were geared toward his character. This guy can be counted on to show up most sessions, but not to get really immersed like the rest of the group. Happy enough just to be able to roll a few dice once a week, from what I can tell. That's fine, don't get me wrong; it's just that I don't have much I can say about what makes him tick or what lose ends he's left behind. Was invited for unarmed combat training at a gym in Greyhawk owned by a guy who trained a few champion's belt winners in the past. This was before they ever went to Diamond Lake, but he didn't ever bother to check it out. Too bad, could possibly have tied in nicely with the next adventure... Maybe it's not too late. Since he hasn't really gotten too involved beyond taking part in combat, I'm thinking maybe he'll be the one to get replaced by a doppelganger in this adventure. Possibly on his way to finally go check out that gym if he chooses to do so...

KoKo, lizardfolk wilder/barbarian. An escaped slave who found himself in the overwhelming metropolis of Greyhawk across a tavern table from a group of hairy mercenary humanoids sharing a pitcher of ale at the Couatl's Quill a few months ago, the same night a certain key was stolen from Theldrat's locksmithy. Spent the whole campaign (without much success) so far trying to take slaves of his own from among the party's defeated victims, since the only real role model he ever had was his old master (before he presumably ate him and escaped, that is). He was, therefore, happy to stay behind in the swamp to be the new king of the Twisted Branch Tribe at the end of Encounter at Blackwall Keep. Gave him Leadership as a bonus feat and Hishka as a sort of cohort, provided he stays on as king (ie. he's out of the game for now, so it really makes no difference, but he will hopefully reappear someday). His player will be bringing a new character to the table when we begin playing HoHR in a few weeks, but I'm not sure what sort of PC he has in mind yet. He mentioned he was thinking of creating some sort of unarmed combat specialist fighter, which sounds almost impossible to play effectively, so is therefore almost certainly what he'll go with (don't ask, you'd have to know the guy to understand. Penchant for playing unplayable PC's and whining about their ineffectiveness)

So, for some of these guys it shouldn't be too hard to make the other PC's wonder about them when they realize one of them might be a phony:

Olidon will probably want to visit his aunt when they get back to Greyhawk. If I can nudge another PC or 2 to accompany him to her house, they can witness her pull the old, "I have no nephew. I used to have one, but he left me here to fend for myself after I gave up my youth trying to raise him right. Probably lying dead in a dungeon somewhere by now, no thanks to you ruffians. This fellow certainly may look a bit like Olidon, but he is no nephew of mine (slams door)". A natural enough reaction for someone who's been treated the way she has, but then later on they'll be like, "wait a minute, didn't Olidon's Aunt Fanny say something about him not really being her nephew? Maybe he's the doppelganger!" At least I hope they'll remember she said that...

KoKo's player's new PC will be the new guy, so he's a prime suspect just waiting to happen.

But what about Zanster and Racklin? Can anyone think of a few little hints I can strategically drop during the course of adventure that will seem like nothing at the time, but will make everyone else paranoid about them once they find out they have a doppelganger in their midst?

I just think if everyone sort of suspects everyone else, it'll make the adventure that much more memorable. So let's get those suggestions rolling, folks! Any ideas you guys post will be much appreciated.

Thanks!

Kang


I've been doing a little checking and the only information I've been able to find is that 3rd ed. coverage in Dragon began in issue 274, but I note that the cover of 269 has a bar at the top of the cover reading "3rd Edition Rogues & Skills" - so when did Dragon (and Dungeon, for that matter) really start printing 3rd edition material?

I assume 274 was just the first one to have only 3rd edition material...?

Sorry if this has been asked and aswered here before - my search turned up nothing.

Thanks,

Kang


I sure wish I had any interest whatsoever in running another adventure path, but sadly I do not. One was enough for me; now that I have earned some experience as a DM at all levels of play without having to worry about designing the whole campaign as well as running it, I'm ready to use all my books and Paizo mags to do up my own homebrew. Sadly, Pathfinder appears to offer me nothing in this regard. I can understand why Paizo would go this way what with all the positive feedback from the AP's, even from some groups who've played or are playing through 2 or even all 3 of them so far, but how many groups just want to keep playing prewritten adventure paths again and again ad nauseum? Will the same number of gamers be able to say they've played all 10 AP's down the line? I have my doubts, though no doubt they'll recruit a bunch of new subscribers as us long-time fans slowly lose interest and start spending elsewhere.

I don't blame Paizo - what else can they do? - I mean, other than letting me pick my back issues NOW instead of waiting until publication stops for whatever unknown reason while occasional-reading nonsubscribers who've heard the news buy up all the ones I want with their money that Paizo doesn't already have, that is...

Still can't believe WotC is axing Dragon and Dungeon after 30 years while they've left so many of D&D's other less valuable sacred cows intact. Consider my mind blown by their insane decision. Meanwhile, I'll definitely be buying non-WotC hardcovers to add to my always-rapidly-expanding collection of D&D...er... I mean D20 material from now on. Just seems crazy to throw money at a company that goes out of their way to intentionally kill the best support for their products that exists, right?

end rant, and please for gods' sakes, someone whip out a couple scrolls of Raise Dead for my favorite magazines, willya?