Results: For 533 apprentice nurses, a follow-up time of 1-3 years was completed. Diary cards were supplied by 383 students. The 1-year period prevalence of hand eczema was 23% in the first year, 25% in the second year and 31% in the third year of follow-up. Eighty-one new cases of hand eczema developed, most of which occurred during the first year of follow-up. In approximately one-third of the participants, wet work exposure exceeded the national guidelines. Frequent hand washing during traineeships [odds ratio (OR) 1.5; 90% confidence interval (CI) 1.0-2.3], frequent hand washing at home (OR 2.3; 90% CI 1.5-3.7) and having a side job involving wet work (OR 1.6; 90% CI 1.0-2.4) were independent risk factors for hand eczema.
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The Bandit's Cave is an adventure for 1st-level characters. It is part one of Trail of the Apprentice, a full campaign made up of 5 interconnected adventure modules for the Pathfinder Roleplaying Game. The Trail of the Apprentice saga and all adventures in the the Legendary Beginnings line from Legendary Games are designed as exciting adventures suitable for all ages, but specially designed for those new to roleplaying and those on the younger side. Pick up this 50-page adventure today and Make Your Game Legendary!
So, this is the first of the series that uses Beginner's Box rules to (hopefully)bring ample of new blood into the hobby we all know and love. The first thing you should know, then, is that the series takes place on the world of Terrallien. This world is a relatively normal fantasy world, though gunpowder is known - other than that, the flavor is relatively vanilla and allows for easy integration into most campaign settings. The game begins in the idyllic village of Corbin, which also constitutes the first of two appendices; the second provides the two statblocks herein that are slightly more complex in the regular PFRPG-rules-version, since all other stats use the simplified beginner's box statblock notation. Nice to see this extra support, particularly considering that plenty of kiddie-groups use full-blown rules. All right, that would be my cue: The Trail of the Apprentice is a relatively kid-friendly AP, which means that kids ages 8+ should not encounter issues; heck, there are some 6 year-olds that wouldn't have issues with this. That being said, parents with particularly sensitive kids should definitely read this before playing.
While a minor trap (introducing traps as a mechanic with ample GM-help) can pose a bit of a challenge, all but novices should cleave through these obstacles like a warm knife through butter - if e.g. kids already have some experience, you may need to beef that up a bit. (And if you have smart kids, using the regular rules, who known how to make effective builds, this becomes a slaughter...but then again, this is pretty much intentional.) The module ends, when the PCs find (surprise!) a letter of a mysterious "B" that tasked Goroc to steal the serpent - and no trace of it, which means the PCs are on their track to module #2 - the sage Ithamar tells them that the twin of teh statue, the white serpent, current in the care of Lord Samuel Wolfe, may well be in danger of theft as well - and sure enough, the PCs will head to the lord's private museum in Port Fairglade...in part #2.
Paris Crenshaw's "Bandit's Cave" absolutely achieves its intended goal - if you'd rate a module in difficulty on a scale of 1 - 10 for both players and GMs, then this would be a 1 on both scales - this is a very easy introductory module that should not generate any frustration unless the dice REALLY hate the players...and that's part of the game as well, right? Anyways, this poses an interesting conundrum for me as a reviewer. You see, when you ask most folks of their very first RPG-experience, you probably won't hear about that AP with its elaborate plot, that highly complex investigation or that bone-chilling horror scenario that killed off all but one player.
That out of the way, I am not going to penalize this book for delivering what I'd call the "atomic roleplaying experience", the easiest introductory denominator, if you will, for that's exactly what the module is intended to do. The target demographic here is not a cheapshot of nostalgia cloaking a lack of imagination. Instead, every single aspect of the module is thoroughly designed to be easy on the players AND GM. GMs are so often forgotten, and while the learning curve of most GMs is pretty rapid and steep, a good GM can make or break not only a module, but how players perceive the hobby as a whole, particularly when they're new to it. It is here that the module sets itself apart from aforementioned adventures that employ the same atomic experience - it sets itself up, as deliberately as possible, to provide an enjoyable experience for everyone involved and achieves its goal very well, with each encounter and scene introducing one aspect of the game and how to handle it. That deserves applause.
Now there is one thing I considered to be somewhat surprising - you see, considering the focus of the module towards family gaming, towards new players and kids in particular, I was somewhat surprised to note that "good" behavior isn't really rewarded herein. Dealing with adversaries in a nonlethal fashion, an easy way of fine-tuning a moral compass in the making, and rewarding the players for being good guys, is not something the module does and constitutes the one aspect herein where I believe the module falls short of its mission-statement. How to rate this, then? Well, here things become difficult once again - jaded guys like yours truly won't get that much out of this module...but frankly, we're not the target demographic and later installments of the series do a better job there. But yeah, unless your nostalgically-inclined, experienced players and GMs probably won't be too blown away here. However, rating the pdf for such a demographic wouldn't be fair - instead, I will look at this under the premise of what kind of job it does as far as the "very first module"-aspect is concerned...and here, my own experience and cynicism aside, it excels.
Kickstarter Backer "wolfknight75" shared this news with us:"I just ran the first part of the Trail of the Apprentice 'The Bandits Cave' for my 2 daughters (9 and 11), son (13), and their friend (16). It was a Crit! They were both challenged as well as in awe of the encounters and and colorful NPCs. In fact, as they prepare for the next adventure, my wife is even thinking about joining them. I do want to mention, this is the first time my kids have played with the Pathfinder Rules. Normally we play with Atlas Kings by Hal Burdick (Which is a great beginner rule set too).
Jonathan wanted to incorporate finger pulls into the design of his tool kit. So it was time to impart some of his insider knowledge. He demonstrated how you can keep these nice and consistent by using a socket (or something similar) as a template to cut around. The trick with this is not to go over halfway with it. ie you want less than a semi-circle rather than over, to prevent it looking like a random mis-placed circle cut out.
Very nice story, I especially like the parts that are annotated with the photos. Brings it all to life. I was wondering, Ferwerda seems like a reasonable common name, but might it be linked in your case to the small village of Ferwerd?
Back on the surface, Kanan and Tano approach the temple with the captive Eighth Brother where they see it opening. While distracted, the Inquisitor takes the opportunity to use his wrist communicator to contact the other Inquisitors. Kanan then sends Chopper away to prepare the Phantom for departure. Meanwhile at the Sith temple, the altar begins to rise and Maul tells Ezra to jump. As Kanan and Ahsoka enter the temple, Kanan notes that Ezra is most probably involved in the recent movements. Back at the altar, Maul uses the Force to levitate Ezra to safety and takes the Sith holocron.
Meanwhile, Kanan and Tano receive warning from Chopper that they have company. Shortly after, the Fifth Brother and the Seventh Sister arrive with their red-bladed spinning lightsabers and free the Eighth Brother. Together, the three Inquisitors attack Kanan and Ahsoka. Not long after, Maul and Ezra arrive to find Kanan and Tano fighting the Inquisitors. Ahsoka quickly recognizes Maul, as do the Inquisitors. Maul, for his part, chuckles in amusement and remarks "What fun!" at the sight of the dark siders. Composing herself, the Seventh Sister remarks that the rumors of Darth Maul's survival are indeed true, but Maul describes himself as formerly Darth, stressing that he is now called Maul. Kanan then warns Ezra to stay away from Maul, but Ezra tells Kanan that Maul is on their side.
Unknown to the four travelers, they are being followed by one of the Seventh Sister's ID9 seeker droids, who relays their conversation back to the Inquisitors. The Seventh Sister realizes that Ezra has the Sith holocron while the Fifth Brother responds that they cannot allow him to use it. The Eighth Brother vows to reclaim the holocron and departs on his spinning lightsaber to the temple. Before the Fifth Brother can follow, the Seventh Sister advises him to let the Eighth Brother thin them out so that they can retrieve Lord Vader's prize. 2b1af7f3a8