* * * Wizards Community Thread * * * -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Thread : Running "Desert of Desolation" Started at 07-28-06 07:04 PM by Kheti sa-Menik Visit at http://forums.gleemax.com/showthread.php?t=676159 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 1] Author : Kheti sa-Menik Date : 07-28-06 07:04 PM Thread Title : Running "Desert of Desolation" Hey folks. I had some questions that a few of you more experienced AD&D DMs/conversion enthusiasts may be able to answer. I love the module Desert of Desolation, have read it cover to cover, love the flavor and how it's written. I'd love to run it now that I'm running my own campaign. My question is how do you convert the level/party requirements? The adventure says a party of 6-8 PCs of 5th-7th level. How well does this translate to D&D 3.5 requirements? I have only have 4 players, which is the "normal" party size under 3.5. How much weight do the party/level suggestions in older modules hold to today's edition? Has anyone played the original and/or a conversion for the current edition and has some insights? I know modules of the era are designed for bigger party sizes. Does this affect how one should throw the PCs into the module? I am open to any input or insight into the running of this fine module, even nothing to do with my questions. Please share any experiences you may have had playing/running the module too. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 2] Author : Gryllmyre Date : 07-29-06 12:21 AM I can only compare with my recent conversion of the Adlerweg series (Sentinel/Gauntlet UK 2-3). For the most part, the encounters converted well for a 4-member party in the mid-range of the modules from an EL standpoint (most encounters were EL midrange or a little higher, some very high, such as 27 giant rats, CR 1/3, in a level 2-5 module making for an approximate EL 9). I had to depend heavily on the Revised Tome of Horrors for a lot of the creatures' 3.5e versions. However, one problem I had with the conversion is the sheer amount of XP and magic value it awards. If the party was comprised of 6-8 members, then it would be a lot more balanced (but might overpower the party against the module because the EL's for each encounter remain the same). For a 4-member party, the XP and treasure distribution is way above the recommended levels for my purposes (both modules together have enough XP to raise a 2nd level party all the way up to 7th or more, and they are supposed to be for level 2-6). I compensated for the gp by reducing the gp value of some treasure and replacing some magic items with something a little less powerful. I didn't want to reduce things too much, though, because the PC's will still be facing the risks, and I wanted them to feel rewarded. I also didn't want to reduce the actual encounters, because it might sacrifice the sense of composition to the campaign. Unfortunately, I can't comment on converting Desert of Desolation, since I haven't bothered trying to convert it at all. I DMed it long ago for only 2 parties. All in all, there were a few dead spots in the campaigns where things seemed to run pretty slow, and as I recall, the third dungeon was somewhat anticlimactic. Still interesting, though. I used the concept of the Black Abyss and the Efreet in the climactic battle of a campaign of my own. All I can suggest is watch the EL values of the encounters as you convert them. If for Pharoah the encounter EL's stay in the 5-7 area with some higher ones as they draw near to the end fights, then it should be good for a 4-member level 5-7 party. Again, a concern will be the number of encounters (causing them to raise multiple levels even in just the first module) and amount of treasure awarded, overpowering the party as they progress through the other two modules. You may need to discuss XP and treasure rewards with the party before you start and keep an eye on it as you referee the modules. Given that there are three modules and they are only 1 level apart each, you might have trouble in that area. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 3] Author : Kheti sa-Menik Date : 07-29-06 10:53 AM Thanks for your insights. Indeed, I thought the treasure might have to be adjusted...I am running a low magic campaign to begin with so most magical treasures would be greatly reduced in power. I am running the combined supermodule Desert of Desolation rather than the three I series separate modules. I've read the three modules but I like the loose ends tied up, the segues used, and the feeling of an overarching plot the supermodule provides. The Pyramid looks complicated to run. The campaign I am running is a 3.5 gestalt (as in Unearthed Arcana) PC game. I have 4 PCs...a fighter//scout, a fighter/rogue, a bard//cleric, and a rogue//swashbuckler. This makes them a little tougher to begin with. They are currently at 1st level, almost to 2nd. I figure once they finish their current adventure, I will point them through a plot hook or two toward the area of the campaign world where the DoD module can occur. (I am running the campaign in Joe Dever's world of Magnamund, Lone Wolf, etc.) I figure by the time they reach Bralizar, they should be 4-5th level and this should be sufficient to start the quest to acquire the Star Gems and defeat Khalitharius. I may need to plant a plot hook to get them interested as the super module will occur in the Sadi Desert in southern Magnamund, most of the characters are from the northern continent and may not see the value in getting involved with the desert people of the south. Perhaps a young nobleman's son from the PCs' homeland that they are tracking turns out to be in Bralizar, intent on beginning the quest for the Star Gems and the PCs embark on it with him to keep the young lad alive...something like that. Anyway, the module has some interesting play area: Skysea, the Oasis of the White Palm, etc. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 4] Author : Necrosis Date : 07-30-06 07:37 PM I ran bits of the third module in 3.0 and 3.5, (I used 3 10-11th level charaters in a one off session, used pieces in other adventures). look at the challange rating of some of the random encounters-e.g on the sky sea the worst of the worst is a purple worm, so how does its CR line up with the party? If the CR's for the encoutners are way to low, tweak them with advancment or large numbers. I.E. Use the module as inspiration, its maps, puzzles, and riddles are great, but you will need to check that the monsters are approitte and lower or raise their numbers (examle below). Asstioanlly, you will need some mechanics to stop peps traveling through markets tome astrally etherally etc (otherwise how could it remain undiscovered all this time). example I used the crypt of Al-Alisk as a dungeon, -made Habruank a evil undead whos out in the world kidnapping nice fresh princess's rather than keeping old preserved ones, lowered the numbers of undead encountered drastically (target CR=3) ), lowered the 'set' encoutners drastically but used the same monsters (1 cockatraice instead of 4), sent a 2nd level party through the tomb. Removed the specter (Habruank) from the entrance as part of the plot-hes a big bad guy doing other things. I lowered the treasue rewards, but kept the Liahona for roleplaying reasons and updated it to 3.5 with tweaks (e.g. it has outdated bardic knowleage, can be asked one yes or know question once per week, can locate object once a day and find true north, addtiaonlly it is powered by sunlight). -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 5] Author : SterlingHeart PaganPummel Date : 08-05-06 01:09 AM Thread Title : Notes adn Yuan Ti I've run it in both editions. Some serious editing needs to be done for encounters with massed Thune Dervishes. You might add some other plot intrigues. In my game, I made one of the Star Gems an item valued by the Yuan Ti as 'the eye of Mershauk' or whatever their god's name was. They ran the temple below the Oasis of the White Palm. I also used a lot of neat desert critters to add to the Oasis/Lost tomb ares...here's some saved notes that might be of use. I really like the Fire Snake bottles...after two of the PC were thrown in a pit by the shiek, a Yuan Ti snuck up at night and demanded they turn over the Eye. When they refused, he dropped a bottle in...let the fun begin! Old Knee Bone and Manacles vs ****** off fire snake.... Yuan-Ti Pureblood (CR: 3): hp 18; Init +5; Spd 30 ft; AC 17 [T:11/FF:16]; AL CE; Str 11, Dex 13, Con 11, Int 12, Wis 10, Cha 12. SV: Fort +1, Ref +5, Will +4; Full attack: melee +5 (1d6/crit 18-20, x2); Ranged +6 (1d8/crit 20, x3)/Grapple +4; SA: Alternate Form, Darkvision 60’, Detect Poison, SR: 14, Spell-like abilities: (1/day at 4th level): Animal Trance (DC 13), Cause Fear (DC 12), Charm Person (DC 12), Darkness, Entangle (DC 12) Feats & Skills: Alertness, Blind-Fight, Dodge, Improved Initiative/ Concentration +7, Disguise +4*, Hide: +3, Knowledge (Ancient Gods) +5, Listen +4, Spot +4 (*+5 Racial Bonus when impersonating a human, total bonus +9.) Masterwork: Scimitar, Heavy Shield, Studded Leather, Longbow. Yuan-Ti Halfblood (may have snake head on human body, or human body with no legs that coils like snake, etc.) (CR: 5): hp 38; Init +5; Spd 30 ft; AC 20 [T:11/FF:19]; AL CE; Str 15, Dex 13, Con 13, Int 18, Wis 18, Cha 16. SV: Fort +3, Ref +6, Will +9; Full Attack: Melee +10/+5 (1d6+2/crit 18-20, x2) and Bite +4 (1d6+1 plus Poison Fort DC: 14 or 1d6 Con, Prime/Secondary); Ranged +9/+4 (1d8+2/crit 20, x3)/Grapple +9; SA: Alternate Form, Chameleon power, Darkvision 60’, Detect Poison, Poison, Produce Acid*, Scent, SR: 16, Spell-like abilities: (3/day at 8th level): Animal Trance (DC 15), Cause Fear (DC 14), Entangle (DC 14); 1/day: Deeper Darkness, Neutralize Poison (DC 17), Suggestion (DC 16) Feats & Skills: Alertness, Blind-Fight, Combat Expertise, Dodge, Improved Initiative/ Concentration +11, Hide +10 (+20 w/chameleon power), Knowledge (Ancient Gods) +14, Knowledge (Ceremonial Sacrifice Rites) +14, Listen +16, Spot +16 Equipment: Masterwork: Scimitar, Heavy Shield, Studded Leather, Comp. Longbow. Acid: Psionic ability to coat body with acid, so that next touch or bite attack inflicts 3d6 acid. If they Grapple or Pin a foe, the damage is 5d6. Yuan-Ti Abomination (‘Ma-Yin’ = fully snake, ‘Ma-Zhi’ = Snake with human chest/arms, ‘Shan-Pachan’ = human headed snakes) (CR: 7): hp 67; Init +5; Spd 30 ft (Climb or swim: 20’); AC 22 [T:10/FF:21]; AL CE; Str 19, Dex 13, Con 17, Int 20, Wis 20, Cha 18. SV Fort +6, Ref +7, Will +11; Full Attack: Melee +13/+8 (1d6+4/crit 18-20, x2) and Bite +7 (2d6+3 plus Poison: Fort DC: 17 or 1d6 Con, prime & secondary); Ranged +10/+5 (1d8+2/crit 20, x3)/Grapple +17; SA: Alternate Form, Aversion, Chameleon power, Constrict 1d6+4, Darkvision 60’, Detect Poison, Improved Grab, Poison, Produce Acid*, Scent, SR: 18 Spell-like abilities: (At will, at 10th level): Animal Trance (DC 16), Entangle (DC 15); 3/day: Deeper Darkness, Neutralize Poison (DC 18), Suggestion (DC 17); 1/day: baleful polymorph (DC 19, into snake form only), Fear (DC 18) Feats & Skills: Alertness, Blind-Fight, Combat Expertise, Dodge, Improved Grab, Improved Initiative, Mobility; Concentration +15, Hide +8 (+18 w/chameleon power), Knowledge (Ancient Gods) +17, Knowledge (Ceremonial Sacrifice Rites) +17, Listen +19, Move Silently +12, Spot +19 Equipment: Masterwork: Scimitar, Heavy Shield, Studded Leather, Comp. Longbow. Acid: Psionic ability to coat body with acid, so that next touch or bite attack inflicts 3d6 acid. If they Grapple or Pin a foe, the damage is 5d6. Aversion (10 mins): Will DC 22 or aversion to live/dead snakes or Yaun-ti (keep 20’ away, if unable to stay 20’ or if attacked by sankes/Yuan-Ti, the victim suffers -4 to dex for the duration. Yuan-Ti Abominations always get ‘take 10’ to climbing/swimming skill checks even if rushed/threatened, a +8 swim racial bonus to perform special actions/avoid hazards, and can ‘run’ action while swimming if its in a straight like. Broodguards (1st level warriors) (CR: 1): HD 1d8; hp 13 (15 raging); Init +5; Spd 30 ft; AC 11 [T:11/FF:10]; Str 12, Dex 13, Con 14, Int 7, Wis 11, Cha 7. SV Fort +4 (+6 raging), Ref +1, Will +0 (+2 Raging); Full Attack: 2 Claws+2, bite -3. (claw 1d2+3/Bite 1d3+3) AL CE; Rage Melee 2 Claws +4 (1d2+1), bite -1 (1d3+1) SA: Rage (1/day) (+4 Str/Con, +2 Will, -2 AC, Immune to snake poison, immune to hold and charm spells Feats & Skills: Alertness, Improved Initiative, Toughness/Climb +2 (+4 Raging), Jump +1 (+3 Raging), Intimidate +1, Listen +2, Spot +2 Yuan Ti Allies/Items: Yuan Ti Blasphemous weapons (Fiend Folio page 195) Evil aligned spirit-bound weapon, usually Falchion or Scimitar. Good Creatures who try and wield it suffer 2 neg. levels. These neg. levels disappear when the weapon is dropped. Inflicts +2d6 unholy damage to good foes. O a confirmed crit., the damage goes up to 2d10 + a blasphemy effect on the hit target. Blasphemous ranged weapons ammunition bestow the above effects. Yuan Ti Sickening weapons (Fiend Folio page 195) Any confirmed crit hit against a good aligned creature releases unholy power, requiring a Fort DC 16 or take -2 to all attacks, weapon damage, saves and skill checks for 1d4 rounds. Venomous Fire (Fiend Folio page 195) Like alchemist’s fire, the grenade like 10’ range inc. missile inflicts 1d6 burn damage the first round, and DC 16 Reflex + Full round action to extinguish or another 1d6 burn damage the next round. The round following the first burn, the player must make Yuan Ti poison Fort DC 17 save or suffer 1d6 Con loss. A failed save requires another one minute later or another 1d6 Con is lost. If the fire is allowed to burn two rounds, another dose of venom is injected (for a grand total possible of 4d6 Con loss). A splash hit inflicts one point of fire damage and a poison hit, but the Fort save is made at +4 circumstance bonus. Serpent Symbol (Fiend Folio page 194/195) Orb with serpent wrapped around it, jaws ready to devour. 1/day: Disintegrate or Destruction (Fort DC 20). Only Yuan Ti can use it, but the Use Magic Device skill can also make it work. Bracelets of the serpent (Treasures of Greyhawk) The wearer can assume the form of a snake of the same mass as himself and move at a rate of 20’. Thick, overlapping scales give the character an armor class of AC 18. Further, the wearer can converse with any serpent and communicate in the language of serpents. The character’s bite will inflict points of damage equal to 1d8 + Str. Anyone bitten must save Fort DC 18 or suffer 2d6/1d6 Con. The item has drawbacks, however. Each time the character uses the bracelets, there is a 10% cumulative chance that some aspect of reptilian form will force itself upon the wearer. This can range from a change in the person’s eyes (which become reptilian) to having his legs replaced by a tail. These effects will become more severe over time. The baneful effects cannot be reversed by any magic short of a full Wish. Merrshaulk’s heart (Star of Mopelar) The gem was an opal, five inches in diameter. The star gem is a gem of true seeing (caster lvl 25, 3x/day) Fire Snake Bottle and Savage Animal Bottle This bottle is a magical jar that acts as a spell container item. Each bottle contains one creature and the bottle always shatters when thrown, summoning a lesser fire snake or some other fierce creature, like a Dire Ape. The creatures exist for 10 melee rounds or until slain. The cost and rarity of these items usually means only guard patrol leaders or commanders in the field will have such items. Typical stats : Lesser Fire Snake (CR: 7): hp 60; Init +4; Spd 40/20ft ©; Sp/Rch: 5’/5’; AC: 21 [T: 14/FF: 17]; Melee: Bite +13 (1d8 +2d6 fire + poison (Fort DC: 16, 1d4 Str initial/secondary, + if save fails, 2 hp burn damage inside each round, over 10 rounds, including the round bitten) and Tail Spike +9 (1d6+1 + 2d6 fire); or, magma spit +12 ranged touch every 1d4 rounds (30’ range, 3d6 fire, Reflex DC 16 or on fire)/Grapple +10 (Constrict 2d6+3 + 2d6 fire); AL Evil; SV Fort +8, Ref +10, Will +4; Str 15, Dex 18, Con 15, Int 8, Wis 14, Cha 13. SA: Darkvision 60’, fast healing 3, fire subtype, low-light vision, scent, uncanny dodge Feats & Skills: Multiattack, Weapon Finesse, Weapon Focus (bite)/Climb +10, Hide +7, Listen +5, Move Silent +7, Spot +4 Dire Ape (CR 3): hp 35; Init +2; Spd 30/15© ft; Sp/Rch: 10’/10’; AC 15 [T: 11/FF: 13]; AL: N; Str 22, Dex 15, Con 14, Int 2, Wis 12, Cha 7; SV Fort +6, Ref +6, Will +5;.Full Attack: Melee 2 claws +8 (1d6+6) and bite +3 (1d8+3)/Grapple +13; (9’ tall, 800-1,200 lbs.); SA: Rend (if both claws hit, automatically deals 2d6+12) Feats & Skills: Alertness, Toughness/Climb +14, Listen +5, Move Silently +4, Spot +6 Troll, Desert (CR 8 Large Giant) 73 hp, Init: +2, Spd: 30 ft, F/R: 5 ftx5 ft/10 ft; AC: 16 (T: 11/FF: 14) AL: CE; SV: Fort +11 Ref +4 Will +5; Str 24 Dex 15 Con 23 Int 9 Wis 12 Chr 9; Full Attack: melee 2 claws +11(1d6+7) , bite +6 (1d6+7); SA: Rend 2d6+10, Regeneration 5, camouflage, scent, darkvision 60’, immunities, vulnerable to water Feats & Skills: Alertness, Iron Will/Listen +6, Hide +7, Spot +6 Desert trolls are a tougher breed of troll that live only in arid climates. These trolls are more tenacious than their more common cousins, and tend to be more solitary. They stalk the edges of civilized areas, harassing travelers and polluting the water. These trolls are tan in color, but can shift between different shades of brown. COMBAT Desert trolls are somewhat tougher and more vicious than typical trolls. They like to hide, using the desert sands as cover, then spring out to attack their foes. Rend (Ex): If a desert troll hits with both claw attacks, it latches onto the opponent's body and tears the flesh. This attack automatically deals an additional 2d6+10 points of damage. Regeneration: Water, acid, magical fire and fire-based breath weapons deal normal damage to a desert troll. If a desert troll loses a limb or body part, the lost portion re-grows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump. Camouflage (Ex): Desert trolls can alter their skin color at will, from a bleached tan to a mottled rock-brown color. This ability confers them a +8 bonus to Hide checks in any desert environment. Immunities (Ex): Desert trolls are immune to normal fire, heat, and cold. Vulnerable To Water (Ex): Normal water inflicts 1d4 points of damage to a desert troll per vial, 2d4 damage per flask, and 4d4 points per full water skin. Purified water (including holy water) causes double damage. If a decanter of endless water is aimed directly at a desert troll (this requires a successful ranged touch attack) and turned on the "geyser" function, it causes 25 points of damage per round to the troll. Skills: Desert trolls are very alert receive a +4 racial bonus to Listen and Spot checks in desert surroundings. Man scorpion (CR: 5 Large Monstrous Humanoid) 59 hp, Init: +4, Spd 50’; Spc/Rch: 5' x 10'/5', AC 19 (T: 14/FF: 15) AL: CE Abilities: Str: 14 Dex: 18 Con: 15 Int: 8 Wis: 13 Cha: 10, SV: +4 Fort; +10 Reflex; +7 Will; Full attack: halberd +10/+5 (1d10+3/x3), sting +10 (1d8+2 + poison)/Grapple: +16; SA: Poison (DC 18 initial and Secondary 1d6 STR 1 minute later) Feats & Skills: Multiattack, Weapon Finesse (Sting)/Climb +9 Hide +11 Spot +9 Listen +4 Jump +5 Manscorpions are a horrific race created by an ancient curse. The scourge of the Bright Desert, manscorpions possess a deep hatred of other living things, and attempt to slay anyone they encounter. They fight constantly with the human and centaur nomads of the desert, and are a major thorn in the side of Rary the Traitor's soldiers. Manscorpions are terrifying in combat, attacking thier enemies while voicing horrific shrieks and corrupt remnants of their ancient language. They attack with one weapon, often a pole arm such as a glaive or halberd, and with their poisonous sting. The degenerate descendants of the ancient people of Sulm, manscorpions live in loose bands of 1-12 members, roaming the desert searching for food and attacking any living thing they encounter. Manscorpion bands have no leader. Theirs is an "every manscorpion for itself" society, in which the strong survive and the weak are eaten (manscorpions are not above cannibalism). Bands of manscorpions often take shelter in ruins or oases. These locations are treated with special caution by wary desert nomads. Wraith, Desert (CR 4 medium undead) 39 hp, Init: +1, Spd 30’ (50’ in Jackal form), Spc/Rch: 5’x5’; AC 16 (T: 11/FF: 15); AL: CE; Str: 12 Dex: 12 Con: - Int: 6 Wis: 13 Cha: 15; SV: +1 Fort; +2 Reflex; +5 Will; Full attack: Slam +6 (1d4+1) or Bite +6 (1d6+1: Jackal)/Grapple +4 SA: Create Spawn (Zombie), Energy Drain, Darkvision 60’, undead traits, Damage Reduction 5/Magic, Spell Resistance 15 Feats & Skills: Alertness, Blind fighting, Tracking/Climb +6 Hide +6 (+8) Move Silent +6 (+8) Spot +3 Listen +7 (+9) Jump +1(+2 racial Hide, Move Silent and Listen bonus while in Jackal form) Creatures killed by skriaxits are animated three days later as desert wraiths, malevolent spirits of the sands. These creatures have two forms, that of a human and that of a jackal. Their goal is to destroy any living creature that they encounter. Combat: The desert wraith shifts between its two forms as it sees fit; it uses its jackal form to charge at its prey, then transforms itself into human form to attack. The human form inflicts 1d4 points of damage on a touch and drains the victim of one life level (no saving throw allowed), as per a wraith, with appropriate reductions in hit points, spell abilities, etc. A desert wraith is undead and can be turned, on the same column as a spectre. Daylight destroys them utterly, and holy water inflicts 2d4 points of damage per vial. While they have only low intelligence, they are capable of cunning (e.g., burying themselves in the sand, then attacking their prey by surprise). They can see in total darkness as if it were noon. Habitat/Society: A desert wraith is totally evil. It lives only to feed off the life forces of others. Desert wraiths dig barrows for themselves in the sand; they retreat to these during the day. Ecology: Desert wraiths feed off life force energy. No creatures exist that prey on them. Creatures brought to 0 life levels by a desert wraith are transformed into zombies within 48 hours, even if raised, unless their bodies are washed in holy water. Ophidian (CR 2): hp 13; Init +2; Spd 20/15©/50(s)ft; Sp/Rch: 5’/5’; AC 17* [T: 12/FF: 15]; AL: CN; Str 12, Dex 15, Con 11, Int 8, Wis 11, Cha 10; SV Fort +1, Ref +5, Will +3; Full Attack: Melee Scimitar +4 (1d6+1) or bite +4 (1d4+1) and scimitar -1 (1d6)/Grapple +4; SA: Serpentine Curse: (Bite, Fort DC 11 or become an ophidian. Onset time is 1d4+1 days, then two weeks. Remove Curse or Cure Disease within the 1d4+1 onset, or Heal/Regeneration/Limited Wish after the onset time. Once completed, only Wish or Miracle), Darkvision 60’ Feats & Skills: Alertness, Dodge*/Climb +9, Hide +3 (+13 underground or in forests), Listen +3, Move Silently +3, Spot +3, Swim +10. An ophidian can take 10 to Climb/Swim, even if rushed/threatened. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Downloaded from Wizards Community (http://forums.gleemax.com) at 05-10-08 08:17 AM.