#1 – Crypt of the Everflame Part I

(This Behind the Screen covers Session Summary #1)

Beginning ‘Let Sleeping Tsars Lie’ with the Price of Immortality trilogy meant a lot of rebuilding–not only in order to accommodate such a large party, but also to tie things in with the Slumbering Tsar Saga and bring together chemistry among seven individuals.  On paper, quite a bit to tackle!  Where better to begin than the very start of it all, however?  With that in mind, here is a breakdown of all that went into retooling ‘Crypt of the Everflame’ for a party of seven and the campaign to come!

I’ll start by noting that for the full Prince of Immortality trilogy I spent a lot of time listening to the podcast episodes of the d20 Pathfinder Chronicle–the shop talk and breakdown of the modules in these three episodes was invaluable to me, very informative and very entertaining to boot–so many props to Steel Wind & the gang!  Finally, I ran the entirety of the rebuilt module with my VTT group to play-test it (stripped down to just the encounters, essentially) just to make sure I wasn’t too rusty and to get feedback on tweaks/additions and so forth.  Thanks guys!

So, Crypt of the Everflame: intended as a beginning introduction to the Pathfinder RPG and perhaps roleplaying in general, it had its appeal to me given that we were bringing players into the PFRPG rule-set from 3.5–as well as the thematic implications of the start of what I hoped to be one of the biggest campaigns I’d ever run.  As originally written, the theme of the module is of young green adventurers-to-be being sent on a seasonal ceremony to light a special lantern in the crypt where local hero Ekat Kassen is interred; along the way are ‘faked’ trials and tribulations, intended as a sort of in-joke among the community leaders and to give the youths a bit of an adventure–but things turn south quickly when it turns out that there actually -are- hazards within the crypt, and so the adventure goes from there into a fairly straightforward dungeon crawl.

For ‘Let Sleeping Tsars Lie’ with party size and the backgrounds presented among it, the tongue-in-cheek faked bits were eschewed or replaced with modified encounters–and the premise instead shifted simply enough that the PCs were tapped to go see why the locals had been overdue on their return.  Still pretty straightforward and we began the first session with the various reasons folks were in Kassen in the first place (established in part via custom Campaign Traits, which I’ll elaborate on further later)–and brought together with a few introductory exchanges of roleplay before the gang set off.

En route to the Crypt of the Everflame, the original module calls for an encounter with a small band of orcs which are in actuality illusory–one of the tests of the town’s incorrigible wizard.  Given that our endgame goal was to roll into the Slumbering Tsar Series and coupled with Zantric’s background focus on having been enslaved by orcs from the Hold of Belkzen, this encounter was a very natural transition into a run-in with -actual- orcs and was rebuilt to be a much bigger challenge for the party.  Here’s the breakdown of the new encounter as designed for seven straight from the notes:

Encounter #1:  Orc, Black Orc, Greenskin Orc, Ghost-Faced Orc, 6 x  Goblins
Orc – Falchion, Javelin x4, Studded Leather Armor
Black Orc – Longspear, Light Crossbow w/ 10 Bolts, Scale Mail
Greenskin Orc – Longsword, Composite Longbow (+2 STR) w/ 20 Arrows, Leather Armor
Ghost-Faced Orc – Greataxe, Shortbow w/ 20 Arrows, Studded Leather Armor
Goblins – Shortsword x4, Shortbow x2 w/ 20 Arrows, Leather Armor x4, Light Wooden Shield x2
Ghost-Faced Goblin – Shortbow w/ 20 Arrows, Comical makeup, small bush ghili suit, Leather Armor, Light Wooden Shield
Whip Goblin – Bullwhip, Goggles, Leather Armor, Light Wooden Shield
(Stat blocks tweaked for the above)
Loose Loot:
Manacles x3
Metal Collar x2
Branding Iron
Pouch of humanoid fingers
Goblin Pickle Jar x3
Hard Encounter
245 EXP Per PC in 7
Throughout all the prep work for the campaign I’ve made very heavy use of Evernote so that I could synch my work up across multiple locations, jot down notes whenever they came to mind and, most importantly, tap into them via iPad during the sessions themselves.   In these notes for ‘encounter crunch’ I keep copies of stat blocks (usually referencing the community Pathfinder SRD) for quick reference, with any tweaks or adjustments made along the way.
I also wanted to ensure from the get-go that I could quickly reference just how much experience had gone out along the way and be able to tally it quickly when necessary–so I began by ending each encounter entry with a rough gauge of how difficult I expected the encounter to be and how much I planned to give out for it.  Generally anything worn under gear in stat blocks would comprise most of the loot–and at the end, as seen above, would be ‘loose’ articles for folks to gather up after the fight.
For this first encounter, my goal was to warm everyone up with a big fight–get everyone into the groove of working with each other’s characters, provide some challenging enemies mixed in with entertaining ones, and give a nod towards Orcus right off the bat with the presence of the black orc–the leader of this band, in this case.  The black orc, greenskin and ghost-faced are all out of the Tome of Horrors–which is where you’ll find a lot of the enemies have been drawn throughout the campaign as we get further along!
Mechanically, this had the potential to go bad for the PCs very quickly–each of the orcs can potentially pack a big whallop and possibly drop a character outright if they score a critical hit, and thanks to ferocity they’re fairly involved to drop themselves. The staging of the fight was very simple–roadside ambush with a felled log across the path and trees on the sidelines; this gave some maneuvering cover for engaging at ranged and bought a round against being charged for the greenskin and black orcs along with the goblins on shortbow duty.
With ten enemies, the party had a lot of targets to sort out–but the ranks were inflated by the goblins to a large degree; in actual play, several of the goblins spent rounds of combat doing atypical actions (the Golarion treatment of goblins is pretty entertaining, if you’re unfamiliar) and ‘wasted’ their turns attempting intimidate checks, trying to open pickle jars or pantomiming foliage for ‘stealth’.  Part of this was for humor, part of this was to allow everyone in the party ample targets to focus on–and part of it was to facilitate being able to effectively add or remove just how many threats were engaging the newly formed party as the fight went on, which would help keep tabs on things getting too far out of control their first foray from the gate.
As for the orcs themselves, so very often a first level party runs into them–but given the locale of the adventure and ties in with Orcus, the Hold of Belkzen, etc. they just fit too well to pass up.  Instead, I was pretty excited to field the variety of specialized brethren and keep the party on their toes with their tactics; the ghost-faced orc engaged two rounds after the fight began by emerging directly behind the more vulnerable members of the party once the heavy hitters had already gone tearing off after the standard orc and black orc respectively–the greenskin was a menace at range, making him a high priority target–and so on.
In the end, the fight was pretty difficult–but that was the expectation.  A few party members were dropped in the course of the battle, but there were no severe casualties, the Orcus thread was introduced quite early, and the party picked up some unusual loot among more practical gear. Curiously, the party became so endeared with one of the goblins that they managed to coax to surrender that they brought him along–with some of the group insisting that he be turned out or killed while the rest wanted a camp follower and ‘mascot’ of sorts.
On the subject of loot: throughout these first three modules, much of the treasure was adjusted with a mindset of preparing the party for the Slumbering Tsar content and all the difficulty that it entailed; I also wanted to explore several third-party supplements with unusual offerings for enchantments on arms and armor (such as the Loot 4 Less series from Super Genius Games).  It’s because of this preparation, for example, that there was a swap for the composite bow–this was designed to deliver such to the ranged inquisitor early.
Following the fight with the orcs, there was more overland travel and once the party settled to camp for the night, next came a run-in with hungry wolves; as originally written, there are three wolves.  Nothing too special here–just an increased headcount to five.  Despite the effective CR of this encounter, is proved to be a very easy fight–though mostly due to a running slew of misses from the wolves.  ‘Grokzug’ the goblin fended a wolf off with a pickle-thwack to the nose, despite hopes by some at the table that he’d be snatched up and toted off into the night by the hungry lupine.
Most of the challenges after the wolves were kept as originally delivered in the module–with only a slight tweak to the cash on the bandit body by the lake.  For the treacherous hillside environmental challenge, it worked fairly much as-written and managed to provide injuries among the party despite their efforts to avoid such altogether.  With this, we were finally ready to delve into the Crypt of the Everflame itself–and here came the brunt of the grunt work for rebuilding.  Originally, the crypt has a direct layout and tie with the GameMastery Flip-Mat: Dungeon from Paizo; this in and of itself is pretty cool and a neat approach–but let’s face it, those rooms and corridors are just plain untenable for eight to maneuver around and fight in.  While the overall layout remained much the same, I had to scale it out on graph paper to double the size of most of the passageways and rooms, re-arrange some of the traps and re-distribute encounters.
Once the party had sighted the scene outside of the Crypt, everyone was ready for action and eager to engage the undead they decided were doubtless inside.  Stacking up, the group made their grand entrance into the opening hall of the crypt–and found just what they were looking for.  Originally this was an encounter with six standard skeletons for a party of four; to fluff things up a bit, here’s the modified encounter per the shop notes:
Encounter Area 1:  3 x Skeletons, 3 x Skeletal Archers, 2 x Fast Zombie Bandits
Skeleton Claws – Claw attack x2, Broken Chain Shirt
Skeleton Swordsmen – Broken Scimitar x2, Broken Chain Shirt x2
Skeletal Archers – Longbow x3 (+2, 1d8), Broken Chain Shirt x3
-Point Blank Shot, Precise Shot (CR +0)
Lighting: The rear half of this room is considered Dim Light, offering a 20% concealment bonus to the Skeletal Archers from those without darkvision or the ability to see into darkness.  Bringing a light source near them obviously dissipates this benefit.
Three standard skeletons still, but three swapped out to be archers instead (in part to counter-act a bit of the traffic jam and to give the ranged members of the party different priority targets.)  I also tossed in a pair of fast zombies based off of the bandit corpses found deeper in the crypt–I figured on this being a nice extra kick of foreshadowing, as well as providing more variety in the first fight through the door (both via DR flavor and attack style) and who doesn’t like spooking players with suddenly speedy zombies? The lighting note is something I started to keep throughout the crypt for easy reference, but the party soon had light going pretty-much constantly thanks to it being an orison.  Pandora’s darkvision didn’t hurt either!

Nevertheless, this fight went very quickly–largely thanks to Brother Vang wiping half the room with a positive energy channel and leaving the rest of the party to mop things up quickly.  Once they’d secured their entrance, the gang tested the locked door to one end before venturing into the more maze-like stretch to the other–during which Pandora repeatedly fell down into the pit traps, as did Leone; retrieving the lion from his pit proved to be a somewhat humorous exercise of ropes and maneuvering but the gang proceeded quickly enough without incident afterward–key in hand.  After this, they had the ‘social’ encounter with Roldare–wherein Meryk utilized his domain ability to peek through doors and the party took a few crossbow bolts for their trouble.

Originally Roldare sends PCs after his sister–but Zantric’s backstory had included his love interest Zerra, whom had also been a member of the Kassen community–and so to add to the sense of urgency and keep Zantric’s player fired up, Zerra stepped in for Dimira for our run-through of the Crypt.  This had the side-effect of Zantric’s player getting pretty grumpy with the party whenever someone suggested resting and recuperating over bulldozing their way ahead through the dungeon–but as he got whittled down himself by the troubles to come, this gradually abated in time.

I pulled the fight with the bombardier beetle altogether as I found no way to really make it interesting–and instead placed a Fool’s Flare haunt in the reshaped room; I wanted to introduce the party to the mechanic of haunts in general, especially considering the presence of three divine casters–and provide an interesting break from the expected trap/monster/monster/trap of a crawl segment.  When I was originally writing the haunt in, I had figured on using it to blow any torches or lanterns the party might be using at the time to better effect the lighting conditions–but in practice when it came to pass they’d been relying on light spells instead.  Emma still had her lantern out anyways, however–so it popped and the party was surprised.

Next door from here is a fire pit where ordinarily a run-in with a shadow is found; I’ll level with you here and agree with several fronts who all bemoaned a run-in with a shadow at first level.  Sure, it would be challenging enough–but invariably what you end up with is players waiting out the strength damage before proceeding, time constraint or not–and at this point there still wouldn’t really be anyone equipped to deal with the thing, leaving many members of the large party twiddling their thumbs.  Instead, I popped a burning skeleton in here to come tumbling out of the fire pit–and decided to foist out a modified version of the Old Ember Maw haunt from Paizo’s Carrion Crown adventure path.

Now, the new haunt packed some pretty serious damage–but my thought was sacking hit points was a lot more manageable on party resources than stat damage here while still providing a more mechanical scare for the recipient of a sudden 4d6 surprise.  After eating some heat, the party dispatched both threats and went out of their way to figure out how to lay the haunt to rest–handling the remains of the villagers that were written into the fire pit as the original shadow’s origin.  This worked out pretty nicely, and I was pretty pleased with it in play.  This was the first prompt for rest from the party in their delve, so they trucked back to Roldare and readied for another round.

Heading further around in their loop of the first floor, the party came onto the encounter with Kassen’s Golem before what was originally a little supply cache for adventurers-to-be.  With eight combatants, the golem was going to get swamped pretty fast–so in an effort to break up the encounter, I rolled out a rat swarm on the upper level once a portion of the party had engaged the golem on the lower level–effectively splitting the group and tying up the ranged characters while mecha-Kassen pummeled and intoned about family and home to his foes.  While the golem is normally made of wood, I gave him a bit of a spit-shine with the clockwork creature template from the Tome of Horrors–although I scaled back the DR a bit to keep it relatively tame, I mostly wanted to present the golem as a somewhat run-down contraption gone somewhat awry at this point.

Although there’s an alternative way to shut the golem off and the party spotted it, they ended up beating it down into submission anyways–perhaps out of spite for all the mechanical characterized droning he was spouting off about the value of family and community…!  Just the same, inside the goodies chamber was the first major dip I put in for ‘gearing up’ the gang for the longer-term campaign; providing treasure for seven PCs can be pretty tricky in the long run when one considers all of the item ‘slots’ involved, the distribution of incoming gold and the divide among so many burgeoning adventurers.

What I did here first was to tally up the original cash value of the items the module provides–which consisted of masterwork weapons, some potions and so on; from there, I scrapped the starter list and instead pieced in a variety of useful utility items–cure light wounds wands, potions of bless and magic weapon, a wand of burning hands, scrolls of bull strength and bless water and so on–as well as a wand of lesser restoration.  All of it was bound to be burned through -very- quickly and in all practical sense would ultimately serve to keep the party rolling at a brisk clip more than anything else.  Once these utility items had been spread out, I put in a mix of scaling items–specifically, several Badges of Faith from the Rite Publishing line and a Legendary item from the Purple Duck Games line, with a few tweaks.

Specifically, the Badge of the Bull, the Badge of Glory and the Passport Badge alongside the Tesseract Stone, a scaling ioun stone.

Now, here’s why I did this: first off, all four of these items are at first blush pretty benign for a low-level adventurer–the bonuses aren’t earth-shaking, they’re pretty straightforward and they require some investment to make better on the part of the PC.  Gold-wise, their initial value does not fall tremendously outside of the original cash in the goodies room or eschewed treasure from encounters and challenges faced thus far.  Second, the intention was to provide ‘unexpectedly interesting’ finds to perk and pique curiosity around the table.  Finally, wealth for a large party is always a big challenge because sooner or later you end up with the sense that you’re handing out ‘enough’ gold–only to find that, once it’s been divided up and everyone has covered recurring expenses such as recovery, healing, et cetera–that very little is left over for them to keep themselves outfitted and ‘up to speed’ with the encounters and challenges they face.

From inception I wanted the low levels of the campaign to feature as much variety in the treasure as I could manage while avoiding the usual bevvy of +1 this and +2 that or inundating the PCs with random potions and scrolls.  Lastly, these items ‘scale’–some more than others, granted–but in a much longer-term goal, my intent was to begin to gradually introduce items which grew with the characters not unlike the old Legacy items system, for a number of reasons: it makes it easier to cover individual characters more reliably in their ‘share of the wealth’, it helps to ‘ensure’ a particular type or ‘slot’ of item is kept in good standing for an individual character, and most importantly–the intent was for it to be fun for each of the players to have pieces of treasure they recovered grow with their characters (and as practice later found, their characters to grow with said treasure–but more on this in future entries).

My goal by the end of Crypt of the Everflame was for every character at the table to have at least one piece of scaling gear that they could take away with them; in this regard, the stuff I placed throughout the dungeon was ostensibly there with particular characters in mind (with a bit of wiggle room, depending on who ended up more interested in what).  This in particular proved a bit of a surprise when Zantric ended up vying for the Badge of the Bull over Emma (a minor example) or later in the dungeon when Pandora ended up with a legendary sword (more on that in Part II!)

With goodies sorted out, the party now doubled-back on their broad loop, braving a corridor of traps which went largely as originally written–with the caveat that I employed the Determined Device haunt from Rite Publishing‘s #30 Haunts for Objects.  This one threw the party for a loop briefly and was fun to implement–I definitely recommend the supplement if you’re keen on utilizing haunts in your campaign, they’re very well comprised!  From here, the gang hit up the puzzle room with the pool key, which Meryk was able to deduce fairly quickly, rounded their way through the mural room and then faced off with the Pillar of 1,000 Arrows trap.

Originally, this trap fires off blunted arrows and was setup by the village elders as part of the trials for the young adventurers; instead, I’d reasoned that Asar made his way up from the second level and had the thing refilled with bonafide deadly arrows to make for a properly harrowing experience for the party of seven.  I debated for a while also including skeletons in this room to harass the party on their way through, reasoning that their damage reduction would allow them to ignore -most- of the incoming arrow fire–but ultimately decided to just leave the pillar by itself.  This was probably for the best in the long run–the party got separated as they made grouped runs across the room (admittedly I’m a bit surprised even now they didn’t just wait for it to run out of arrows!)

This left Emma and Pandora in the last room of the first floor, which was originally written as an encounter with some bloody skeletons.  To cap off the floor, I wanted to spice things up a bit–so alongside the four bloody skeletons, I incorporated Gaspar, a named Huecuva to which I overlaid the perks of being a bloody skeleton on top of the typical bag of tricks; the intent here was to be a bit of a ‘mini-boss’ for the floor–and to toughen the bloody skeletons up against the potential of them simply being channeled into dust, thanks to the Huecuva’s built in Faithless aura–which augments saving throws made vs. turning undead!

Once the party had managed to group up again, Gaspar and his bloody buddies were soon put down and the group was eager to descend to the second level of the crypt; there, they made a quick assessment of their options–with Meryk checking out through the door and discovering the big bundle of zombies in the adjacent chamber.  Utilizing hide from undead, the party staged some fairly clever scouting of the area–which also led them to a bit of a preview of some of the encounters that they’d ultimately be facing in the forthcoming session.

Originally, a few plague zombies are positioned in fairly tight confines within a burial chamber–but given their limited movement coupled with constraining terrain, it just wasn’t going to be tenable for the larger party.  Instead, I worked the burial room out to a much larger space with a lot of open ground in the center and mixed in some more fast zombie bandits to be fought alongside the plague zombies; with the disease they were packing, the plague zombies were still fairly nasty–and would really punish any clumping the party did with collateral fortitude saves.  Finally, for a bit of added flavor I kitted one of the zombies out in Razmiran duds, a bit of further foreshadowing for the Masks of the Living God module to come!

I left the reflecting pool trap as written with the plopped in portcullis after it; ordinarily the following chamber featured a bat swarm, but as discussed at some length in the Chronicle podcast–they’re a really nasty and aggravating fight for a low-level party.  I wanted to keep a threatening encounter in the room, however–and took it as another opportunity to cook up something fun with the Tome of Horrors!  The end result: a juju zombie giant black widow spider.  Now -there’s- an enemy to spook players with low-level characters!  As an added bonus, Emma was beholden to arachnophobia for another bit of extra spice to the mix.  But the juju spider would wait until session 2; instead the party trucked further downstairs in pursuit of the mechanism to open the portcullis.

Downstairs was originally a flooded room with some giant frogs–the room needed some redesign, as did the layout and spacing of the corridors to accommodate the head-count–but the encounter stayed the same save for a simple addition: a giant dire frog, also courtesy of Frog God Games.  With big frogs already present, how could I resist the opportunity for an even bigger one to fit in?  The azure fungus hazard remained as written, as did the general gist of the skeletons protecting the portcullis controls–though here I again swapped out some skeletal archers for flavor; otherwise, the main hazard of the room had been unseen 20ft drops under the surface of murky water.

The real twist is sneaking some brine zombies into the hidden dead-fall under the water.  I’d intended on this to be a pretty rude awakening for the first PC to go rushing across–but hadn’t anticipated on the hide from undead maneuver for the group’s scouting foray.  Pandora was able to swim deftly across the room unnoticed to activate but the control–but Brother Vang all but stumbled right into the mouth of the dire giant frog and the party was left with a mad scramble of a fight along with contending with the azure fungus in their rush to save their friends.

Inside the frog room I plopped a legendary item cooked up by one of my VTT players and utilizing the Purple Duck legendary item mechanics–a set of gloves for the druid with his affinity for wildshape.  As a bonus, here’s the Fault-Line Gauntlets for your own perusal and usage!

Fault-Line Gauntlets

Requirements

To unlock the full potential of the fault-line gauntlets a character must fulfill the following criteria:

Skills: Knowledge (nature) 5 ranks, Perception 4 ranks, Wildshape class ability
Feat: Power Attack

Character Level Item Level Item Properties
1st +2 Enhancement to Dex, +2 Bull Rush & Trip Combat Maneuvers made with unarmed or natural attacks
5th 2nd On scoring a critical hit, cast Cl 5 Natural Rhythm as a free action.
10th 3rd +4 Enhancement to Dex, Shattering Strikes 3/day; When you make a charge, you may activate this ability to attempt an Awesome Blow combat maneuver as a free action that does not provoke
15th 4th Bonus Feats: Improved Critical (Unarmed), Improved Critical (Claw), Improved Critical (Slam)
20th 5th +6 Enhancement to Dex, When you successfully use Shattering Strikes, make a trip attack against all adjacent creatures as a free action.

With that, I’m going to wrap up the first ‘issue’ of Behind the Screen–I hope that you’ve found reading this interesting! If you’ve any thoughts, comments or suggestions I am eager for feedback on future issues–I plan to catch up alongside the sessions we’ve run so far and continue to offer a look behind the screen at what went on to make them happen! Thank you for reading–next up in part two we’ll cover finishing the Crypt of the Everflame, more third-party supplement implementation and further ideas for handling treasure and rewards for a large party!

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5 comments on “#1 – Crypt of the Everflame Part I

    • Thanks! There are quite a few 3PP offerings that are just fantastic to work with and I wanted to make the low level findings especially fun for the group–and definitely encourage folks to give them a look. We’ve also been using the GameMastery item decks for all the special findings–neat if you can get your hands on them!

  1. I think you clearly put a lot of thought into your sessions and I hope your players apprecite it. I’m particularly glad that you are tailoring the encounters to provide interesting challenges instead of just presenting challenges. For example, add in skeleton archers to one of the earlier enconters so the ranged PCs have some to do is a great idea.

    Also, a question. Is Evernote that good? I’ve looked at it, but never got round to buying it.

    • Thanks Creighton! The encounters for the first session were still relatively on the tame side, all things considered; in session two once they’ve wrapped up the Crypt itself all sorts of things arise on the journey back home and beyond (among which you’ll find some encounters that you are no doubt very familiar with!) In a general sense as far as encounters are concerned I try to tweak the ones coming up based on what sorts of things the players like to do in a fight e.g. if someone is very keen on doing out of the ordinary maneuvers with the terrain, etc. It’s an element that I am especially fond of with the encounter supplements from Raging Swan–in general, I would definitely encourage anyone setting up an encounter to make the surroundings interesting.

      Since we’re using the optional hero point rules, you’d be surprised how often folks spend them for interesting combat effects rather than just boiling them down to ‘take a turn out of sequence / prevent myself from dying’. A really good example of this is during the fight with Krant in session 3: early in the battle, Krant missed a pretty huge power attack and in passing mention of how it was described, his over-sized sword left a gouge in the tile floor of the temple; much later in the fight, Brother Vang spent a hero point to quickly wedge the shield he was carrying into that gouge (abstracted–we’re not exactly keeping track of the effects of missed attacks on terrain) in order to give Emma, who was prone at the time, a boost to her AC that ultimately saved her life. I love stuff like that and hope that the session summaries do those moments justice!

      As far as Evernote, it has been a tremendous time-saver for me and quite convenient both for gaming shenanigans as well as work in general; being able to synch everything up between multiple devices/locations is a huge boon over the old spiral notebooks, e-mails, etc. Especially if you have any iOS devices, Evernote is really handy.

      The service itself is actually very functional with a free account–that’s all that I’ve been using, as I haven’t needed the higher bandwidth of the premium service since I don’t typically move large files over it (the free version is a 60mb bandwidth cap per month–if you’re predominantly just working with text, that’s easily workable.)

      Once more thanks for taking the time to read and reply–I hope you’ll enjoy the coming entries in this series!

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