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Branching Boss Fights V2 is Now Available!

Memorable boss battles are built on dynamic, evolving encounters. This guide empowers Dungeon Masters (DMs) to transform routine fights into unforgettable events in which player choices directly influence the battle's course and outcome.

Bosses are no longer just creatures with large pools of hit points; They adapt, grow desperate, change tactics, reshape the battlefield, and respond to the players' triumphs and setbacks. Whether the party interrupts a ritual, rescues innocent civilians, destroys powerful artifacts, or inadvertently furthers the villain’s plans, every decision shapes the unfolding battle.

Inside, you'll discover a two-layered approach to branching encounters:

  • Main Phases: Dramatic shifts that alter the boss, battlefield, objectives, and rhythm of combat.
  • Mini Phases: Subtle, ongoing opportunities for players to shape the fight by targeting key creatures, objects, or objectives that matter most to them.

You’ll find a comprehensive framework for creating branching encounters: tools for designing stage transitions, setting meaningful objectives, building timer- and action-based triggers, rewarding partial successes, and evolving boss stat blocks as the fight progresses.

No longer do boss fights follow a predictable script. Each encounter becomes an evolving narrative shaped by the players’ actions. One group might thwart a ritual before it’s complete, another could save prisoners but let the boss escape, while a third faces the villain at full strength after a failed attempt to stop the ritual. Every outcome tells a different story, rewarding creativity, teamwork, and meaningful choices.

I'd love to hear your thoughts on Branching Boss Fights. You can read the document more easily on my Patreon by downloading it. You can also use the link below:

https://www.gmbinder.com/share/-OYtirKtV4qdigB8oQxt

If you want to see more, please check out my Patreon. You can also see upcoming boss battles I am creating on my Pinterest and Instagram.

u/Zi_Chin — 17 hours ago

Branching Boss Fights V2 is Now Available!

Memorable boss battles are built on dynamic, evolving encounters. This guide empowers Dungeon Masters (DMs) to transform routine fights into unforgettable events in which player choices directly influence the battle's course and outcome.

Bosses are no longer just creatures with large pools of hit points; They adapt, grow desperate, change tactics, reshape the battlefield, and respond to the players' triumphs and setbacks. Whether the party interrupts a ritual, rescues innocent civilians, destroys powerful artifacts, or inadvertently furthers the villain’s plans, every decision shapes the unfolding battle.

Inside, you'll discover a two-layered approach to branching encounters:

  • Main Phases: Dramatic shifts that alter the boss, battlefield, objectives, and rhythm of combat.
  • Mini Phases: Subtle, ongoing opportunities for players to shape the fight by targeting key creatures, objects, or objectives that matter most to them.

You’ll find a comprehensive framework for creating branching encounters: tools for designing stage transitions, setting meaningful objectives, building timer- and action-based triggers, rewarding partial successes, and evolving boss stat blocks as the fight progresses.

No longer do boss fights follow a predictable script. Each encounter becomes an evolving narrative shaped by the players’ actions. One group might thwart a ritual before it’s complete, another could save prisoners but let the boss escape, while a third faces the villain at full strength after a failed attempt to stop the ritual. Every outcome tells a different story, rewarding creativity, teamwork, and meaningful choices.

I'd love to hear your thoughts on Branching Boss Fights. You can read the document more easily on my Patreon by downloading it. You can also use the link below:

https://www.gmbinder.com/share/-OWT88Iqzq6Pmhuqo8Td

If you want to see more, please check out my Patreon. You can also see upcoming boss battles I am creating on my Pinterest and Instagram.

u/Zi_Chin — 17 hours ago

Branching Boss Fights V2 is Now Available!

Memorable boss battles are built on dynamic, evolving encounters. This guide empowers Dungeon Masters (DMs) to transform routine fights into unforgettable events in which player choices directly influence the battle's course and outcome.

Bosses are no longer just creatures with large pools of hit points; They adapt, grow desperate, change tactics, reshape the battlefield, and respond to the players' triumphs and setbacks. Whether the party interrupts a ritual, rescues innocent civilians, destroys powerful artifacts, or inadvertently furthers the villain’s plans, every decision shapes the unfolding battle.

Inside, you'll discover a two-layered approach to branching encounters:

  • Main Phases: Dramatic shifts that alter the boss, battlefield, objectives, and rhythm of combat.
  • Mini Phases: Subtle, ongoing opportunities for players to shape the fight by targeting key creatures, objects, or objectives that matter most to them.

You’ll find a comprehensive framework for creating branching encounters: tools for designing stage transitions, setting meaningful objectives, building timer- and action-based triggers, rewarding partial successes, and evolving boss stat blocks as the fight progresses.

No longer do boss fights follow a predictable script. Each encounter becomes an evolving narrative shaped by the players’ actions. One group might thwart a ritual before it’s complete, another could save prisoners but let the boss escape, while a third faces the villain at full strength after a failed attempt to stop the ritual. Every outcome tells a different story, rewarding creativity, teamwork, and meaningful choices.

I'd love to hear your thoughts on Branching Boss Fights. You can read the document more easily on my Patreon by downloading it. You can also use the link below:

https://www.gmbinder.com/share/-OWT88Iqzq6Pmhuqo8Td

If you want to see more, please check out my Patreon. You can also see upcoming boss battles I am creating on my Pinterest and Instagram.

u/Zi_Chin — 17 hours ago

Branching Boss Fights V2 is Now Available!

Memorable boss battles are built on dynamic, evolving encounters. This guide empowers Dungeon Masters (DMs) to transform routine fights into unforgettable events in which player choices directly influence the battle's course and outcome.

Bosses are no longer just creatures with large pools of hit points; They adapt, grow desperate, change tactics, reshape the battlefield, and respond to the players' triumphs and setbacks. Whether the party interrupts a ritual, rescues innocent civilians, destroys powerful artifacts, or inadvertently furthers the villain’s plans, every decision shapes the unfolding battle.

Inside, you'll discover a two-layered approach to branching encounters:

  • Main Phases: Dramatic shifts that alter the boss, battlefield, objectives, and rhythm of combat.
  • Mini Phases: Subtle, ongoing opportunities for players to shape the fight by targeting key creatures, objects, or objectives that matter most to them.

You’ll find a comprehensive framework for creating branching encounters: tools for designing stage transitions, setting meaningful objectives, building timer- and action-based triggers, rewarding partial successes, and evolving boss stat blocks as the fight progresses.

No longer do boss fights follow a predictable script. Each encounter becomes an evolving narrative shaped by the players’ actions. One group might thwart a ritual before it’s complete, another could save prisoners but let the boss escape, while a third faces the villain at full strength after a failed attempt to stop the ritual. Every outcome tells a different story, rewarding creativity, teamwork, and meaningful choices.

I'd love to hear your thoughts on Branching Boss Fights. You can read the document more easily on my Patreon by downloading it. You can also use the link below:

https://www.gmbinder.com/share/-OWT88Iqzq6Pmhuqo8Td

If you want to see more, please check out my Patreon. You can also see upcoming boss battles I am creating on my Pinterest and Instagram.

u/Zi_Chin — 17 hours ago

Branching Boss Fights V2 is Now Available!

Memorable boss battles are built on dynamic, evolving encounters. This guide empowers Dungeon Masters (DMs) to transform routine fights into unforgettable events in which player choices directly influence the battle's course and outcome.

Bosses are no longer just creatures with large pools of hit points; They adapt, grow desperate, change tactics, reshape the battlefield, and respond to the players' triumphs and setbacks. Whether the party interrupts a ritual, rescues innocent civilians, destroys powerful artifacts, or inadvertently furthers the villain’s plans, every decision shapes the unfolding battle.

Inside, you'll discover a two-layered approach to branching encounters:

  • Main Phases: Dramatic shifts that alter the boss, battlefield, objectives, and rhythm of combat.
  • Mini Phases: Subtle, ongoing opportunities for players to shape the fight by targeting key creatures, objects, or objectives that matter most to them.

You’ll find a comprehensive framework for creating branching encounters: tools for designing stage transitions, setting meaningful objectives, building timer- and action-based triggers, rewarding partial successes, and evolving boss stat blocks as the fight progresses.

No longer do boss fights follow a predictable script. Each encounter becomes an evolving narrative shaped by the players’ actions. One group might thwart a ritual before it’s complete, another could save prisoners but let the boss escape, while a third faces the villain at full strength after a failed attempt to stop the ritual. Every outcome tells a different story, rewarding creativity, teamwork, and meaningful choices.

I'd love to hear your thoughts on Branching Boss Fights. You can read the document more easily on my Patreon by downloading it. You can also use the link below:

https://www.gmbinder.com/share/-OWT88Iqzq6Pmhuqo8Td

If you want to see more, please check out my Patreon. You can also see upcoming boss battles I am creating on my Pinterest and Instagram.

u/Zi_Chin — 17 hours ago
▲ 3 r/DnD5e

Branching Boss Fights V2 is Now Available!

Memorable boss battles are built on dynamic, evolving encounters. This guide empowers Dungeon Masters (DMs) to transform routine fights into unforgettable events in which player choices directly influence the battle's course and outcome.

Bosses are no longer just creatures with large pools of hit points; They adapt, grow desperate, change tactics, reshape the battlefield, and respond to the players' triumphs and setbacks. Whether the party interrupts a ritual, rescues innocent civilians, destroys powerful artifacts, or inadvertently furthers the villain’s plans, every decision shapes the unfolding battle.

Inside, you'll discover a two-layered approach to branching encounters:

  • Main Phases: Dramatic shifts that alter the boss, battlefield, objectives, and rhythm of combat.
  • Mini Phases: Subtle, ongoing opportunities for players to shape the fight by targeting key creatures, objects, or objectives that matter most to them.

You’ll find a comprehensive framework for creating branching encounters: tools for designing stage transitions, setting meaningful objectives, building timer- and action-based triggers, rewarding partial successes, and evolving boss stat blocks as the fight progresses.

No longer do boss fights follow a predictable script. Each encounter becomes an evolving narrative shaped by the players’ actions. One group might thwart a ritual before it’s complete, another could save prisoners but let the boss escape, while a third faces the villain at full strength after a failed attempt to stop the ritual. Every outcome tells a different story, rewarding creativity, teamwork, and meaningful choices.

I'd love to hear your thoughts on Branching Boss Fights. You can read the document more easily on my Patreon by downloading it. You can also use the link below:

https://www.gmbinder.com/share/-OWT88Iqzq6Pmhuqo8Td

If you want to see more, please check out my Patreon. You can also see upcoming boss battles I am creating on my Pinterest and Instagram.

u/Zi_Chin — 17 hours ago
▲ 238 r/DungeonMasters+1 crossposts

Interactive Environments V2 Is Released

Version 2 of Interactive Environments is an updated guide focused on turning static battle maps into living environments that players can manipulate, destroy, weaponise, and explore during combat and exploration.

This document introduces three layers of environmental interaction:

  1. Passive Objects that naturally influence the battlefield
  2. Interactive Objects that players can grab, break, throw, move, or manipulate
  3. Interactive Scenery that can reshape an encounter through destruction, hazards, puzzles, and environmental effects

The guide has been improved to include:

  • Tools for preparing the maps before combat,
  • Rules for players to scout and prepare environmental objects,
  • How to make shatterpoint elements more dangerous, and
  • Make intuitive elements more fun and fast-paced

All maps can become memorable encounters when the environment provides meaningful choices and opportunities for creative play. The document also includes annotated battle maps and example encounters showing how these mechanics can be incorporated into your own games.

I would love to hear your thoughts on Interactive Environments. You can read the document more easily on my  on my Patreon by downloading it. You can also use the link below:

https://www.gmbinder.com/share/-OYtirKtV4qdigB8oQxt

If you want to see more, please check out my Patreon. You can also see upcoming boss battles I am creating on my Pinterest and Instagram.

u/Skullord666 — 1 month ago

Interactive Environments V2 Is Released

Version 2 of Interactive Environments is an updated guide focused on turning static battle maps into living environments that players can manipulate, destroy, weaponise, and explore during combat and exploration.

This document introduces three layers of environmental interaction:

  1. Passive Objects that naturally influence the battlefield
  2. Interactive Objects that players can grab, break, throw, move, or manipulate
  3. Interactive Scenery that can reshape an encounter through destruction, hazards, puzzles, and environmental effects

The guide has been improved to include:

  • Tools for preparing the maps before combat,
  • Rules for players to scout and prepare environmental objects,
  • How to make shatterpoint elements more dangerous, and
  • Make intuitive elements more fun and fast-paced

All maps can become memorable encounters when the environment provides meaningful choices and opportunities for creative play. The document also includes annotated battle maps and example encounters showing how these mechanics can be incorporated into your own games.

I would love to hear your thoughts on Interactive Environments. You can read the document more easily on my  on my Patreon by downloading it. You can also use the link below:

https://www.gmbinder.com/share/-OYtirKtV4qdigB8oQxt

If you want to see more, please check out my Patreon. You can also see upcoming boss battles I am creating on my Pinterest and Instagram.

u/Zi_Chin — 1 month ago

Interactive Environments V2 Is Released

Version 2 of Interactive Environments is an updated guide focused on turning static battle maps into living environments that players can manipulate, destroy, weaponise, and explore during combat and exploration.

This document introduces three layers of environmental interaction:

  1. Passive Objects that naturally influence the battlefield
  2. Interactive Objects that players can grab, break, throw, move, or manipulate
  3. Interactive Scenery that can reshape an encounter through destruction, hazards, puzzles, and environmental effects

The guide has been improved to include:

  • Tools for preparing the maps before combat,
  • Rules for players to scout and prepare environmental objects,
  • How to make shatterpoint elements more dangerous, and
  • Make intuitive elements more fun and fast-paced

All maps can become memorable encounters when the environment provides meaningful choices and opportunities for creative play. The document also includes annotated battle maps and example encounters showing how these mechanics can be incorporated into your own games.

I would love to hear your thoughts on Interactive Environments. You can read the document more easily on my  on my Patreon by downloading it. You can also use the link below:

https://www.gmbinder.com/share/-OYtirKtV4qdigB8oQxt

If you want to see more, please check out my Patreon. You can also see upcoming boss battles I am creating on my Pinterest and Instagram.

u/Zi_Chin — 1 month ago
▲ 63 r/DnD_EpicLevel+1 crossposts

Interactive Environments V2 Is Released

Version 2 of Interactive Environments is an updated guide focused on turning static battle maps into living environments that players can manipulate, destroy, weaponise, and explore during combat and exploration.

This document introduces three layers of environmental interaction:

  1. Passive Objects that naturally influence the battlefield
  2. Interactive Objects that players can grab, break, throw, move, or manipulate
  3. Interactive Scenery that can reshape an encounter through destruction, hazards, puzzles, and environmental effects

The guide has been improved to include:

  • Tools for preparing the maps before combat,
  • Rules for players to scout and prepare environmental objects,
  • How to make shatterpoint elements more dangerous, and
  • Make intuitive elements more fun and fast-paced

All maps can become memorable encounters when the environment provides meaningful choices and opportunities for creative play. The document also includes annotated battle maps and example encounters showing how these mechanics can be incorporated into your own games.

I would love to hear your thoughts on Interactive Environments. You can read the document more easily on my  on my Patreon by downloading it. You can also use the link below:

https://www.gmbinder.com/share/-OYtirKtV4qdigB8oQxt

If you want to see more, please check out my Patreon. You can also see upcoming boss battles I am creating on my Pinterest and Instagram.

u/Sm_Rndm_Web — 1 month ago

Interactive Environments V2 Is Released

Version 2 of Interactive Environments is an updated guide focused on turning static battle maps into living environments that players can manipulate, destroy, weaponise, and explore during combat and exploration.

This document introduces three layers of environmental interaction:

  1. Passive Objects that naturally influence the battlefield
  2. Interactive Objects that players can grab, break, throw, move, or manipulate
  3. Interactive Scenery that can reshape an encounter through destruction, hazards, puzzles, and environmental effects

The guide has been improved to include:

  • Tools for preparing the maps before combat,
  • Rules for players to scout and prepare environmental objects,
  • How to make shatterpoint elements more dangerous, and
  • Make intuitive elements more fun and fast-paced

All maps can become memorable encounters when the environment provides meaningful choices and opportunities for creative play. The document also includes annotated battle maps and example encounters showing how these mechanics can be incorporated into your own games.

I would love to hear your thoughts on Interactive Environments. You can read the document more easily on my  on my Patreon by downloading it. You can also use the link below:

https://www.gmbinder.com/share/-OYtirKtV4qdigB8oQxt

If you want to see more, please check out my Patreon. You can also see upcoming boss battles I am creating on my Pinterest and Instagram.

u/Zi_Chin — 1 month ago
▲ 6 r/DnD5e

Boss Barriers V2 Is Released

Version 2 expands on the original Boss Barriers system with new optional mechanics designed to make boss fights more dynamic, reactive, and tactical for both DMs and players.

This update adds:

  • New ways to combine barriers
  • Barrier modifiers that punish reckless attacks
  • Trapping and separation mechanics
  • Reactive barriers that weaken or pressure players
  • More ways to create unique boss personalities through mechanics

The goal was to make barriers feel less like “temporary immunity” and more like evolving combat mechanics that change how players approach the encounter. Some bosses might isolate party members behind barriers, others might poison or weaken nearby players, while others force the party to complete multiple objectives before the shield collapses.

Even when using the same base barrier, small changes can completely alter how the fight feels. Providing a variety of barriers that players can face without getting bored.

The next document will focus on Interactive Scenery, adding mechanics for environmental interactions and battlefield manipulation during encounters.

I would love to hear your thoughts on the boss barrier document. You can read the document more easily on my Patreon by downloading it. You can also use the link below:

https://www.gmbinder.com/share/-OW49485R0BbpABbIJ2h

If you want to see more, please check out my Patreon. You can also see upcoming boss battles I am creating on my Pinterest and Instagram.

u/Zi_Chin — 2 months ago

Boss Barriers V2 Is Released

Version 2 expands on the original Boss Barriers system with new optional mechanics designed to make boss fights more dynamic, reactive, and tactical for both DMs and players.

This update adds:

  • New ways to combine barriers
  • Barrier modifiers that punish reckless attacks
  • Trapping and separation mechanics
  • Reactive barriers that weaken or pressure players
  • More ways to create unique boss personalities through mechanics

The goal was to make barriers feel less like “temporary immunity” and more like evolving combat mechanics that change how players approach the encounter. Some bosses might isolate party members behind barriers, others might poison or weaken nearby players, while others force the party to complete multiple objectives before the shield collapses.

Even when using the same base barrier, small changes can completely alter how the fight feels. Providing a variety of barriers that players can face without getting bored.

The next document will focus on Interactive Scenery, adding mechanics for environmental interactions and battlefield manipulation during encounters.

I would love to hear your thoughts on the boss barrier document. You can read the document more easily on my Patreon by downloading it. You can also use the link below:

https://www.gmbinder.com/share/-OW49485R0BbpABbIJ2h

If you want to see more, please check out my Patreon. You can also see upcoming boss battles I am creating on my Pinterest and Instagram.

u/Zi_Chin — 2 months ago

Boss Barriers V2 Is Released

Version 2 expands on the original Boss Barriers system with new optional mechanics designed to make boss fights more dynamic, reactive, and tactical for both DMs and players.

This update adds:

  • New ways to combine barriers
  • Barrier modifiers that punish reckless attacks
  • Trapping and separation mechanics
  • Reactive barriers that weaken or pressure players
  • More ways to create unique boss personalities through mechanics

The goal was to make barriers feel less like “temporary immunity” and more like evolving combat mechanics that change how players approach the encounter. Some bosses might isolate party members behind barriers, others might poison or weaken nearby players, while others force the party to complete multiple objectives before the shield collapses.

Even when using the same base barrier, small changes can completely alter how the fight feels. Providing a variety of barriers that players can face without getting bored.

The next document will focus on Interactive Scenery, adding mechanics for environmental interactions and battlefield manipulation during encounters.

I would love to hear your thoughts on the boss barrier document. You can read the document more easily on my Patreon by downloading it. You can also use the link below:

https://www.gmbinder.com/share/-OW49485R0BbpABbIJ2h

If you want to see more, please check out my Patreon. You can also see upcoming boss battles I am creating on my Pinterest and Instagram.

u/Zi_Chin — 2 months ago

Boss Barriers V2 Is Released

Version 2 expands on the original Boss Barriers system with new optional mechanics designed to make boss fights more dynamic, reactive, and tactical for both DMs and players.

This update adds:

  • New ways to combine barriers
  • Barrier modifiers that punish reckless attacks
  • Trapping and separation mechanics
  • Reactive barriers that weaken or pressure players
  • More ways to create unique boss personalities through mechanics

The goal was to make barriers feel less like “temporary immunity” and more like evolving combat mechanics that change how players approach the encounter. Some bosses might isolate party members behind barriers, others might poison or weaken nearby players, while others force the party to complete multiple objectives before the shield collapses.

Even when using the same base barrier, small changes can completely alter how the fight feels. Providing a variety of barriers that players can face without getting bored.

The next document will focus on Interactive Scenery, adding mechanics for environmental interactions and battlefield manipulation during encounters.

I would love to hear your thoughts on the boss barrier document. You can read the document more easily on my Patreon by downloading it. You can also use the link below:

https://www.gmbinder.com/share/-OW49485R0BbpABbIJ2h

If you want to see more, please check out my Patreon. You can also see upcoming boss battles I am creating on my Pinterest and Instagram.

u/Zi_Chin — 2 months ago

Boss Barriers V2 Is Released

Version 2 expands on the original Boss Barriers system with new optional mechanics designed to make boss fights more dynamic, reactive, and tactical for both DMs and players.

This update adds:

  • New ways to combine barriers
  • Barrier modifiers that punish reckless attacks
  • Trapping and separation mechanics
  • Reactive barriers that weaken or pressure players
  • More ways to create unique boss personalities through mechanics

The goal was to make barriers feel less like “temporary immunity” and more like evolving combat mechanics that change how players approach the encounter. Some bosses might isolate party members behind barriers, others might poison or weaken nearby players, while others force the party to complete multiple objectives before the shield collapses.

Even when using the same base barrier, small changes can completely alter how the fight feels. Providing a variety of barriers that players can face without getting bored.

The next document will focus on Interactive Scenery, adding mechanics for environmental interactions and battlefield manipulation during encounters.

I would love to hear your thoughts on the boss barrier document. You can read the document more easily on my Patreon by downloading it. You can also use the link below:

https://www.gmbinder.com/share/-OW49485R0BbpABbIJ2h

If you want to see more, please check out my Patreon. You can also see upcoming boss battles I am creating on my Pinterest and Instagram.

u/Zi_Chin — 2 months ago

Boss Barriers V2 Is Released

Version 2 expands on the original Boss Barriers system with new optional mechanics designed to make boss fights more dynamic, reactive, and tactical for both DMs and players.

This update adds:

  • New ways to combine barriers
  • Barrier modifiers that punish reckless attacks
  • Trapping and separation mechanics
  • Reactive barriers that weaken or pressure players
  • More ways to create unique boss personalities through mechanics

The goal was to make barriers feel less like “temporary immunity” and more like evolving combat mechanics that change how players approach the encounter. Some bosses might isolate party members behind barriers, others might poison or weaken nearby players, while others force the party to complete multiple objectives before the shield collapses.

Even when using the same base barrier, small changes can completely alter how the fight feels. Providing a variety of barriers that players can face without getting bored.

The next document will focus on Interactive Scenery, adding mechanics for environmental interactions and battlefield manipulation during encounters.

I would love to hear your thoughts on the boss barrier document. You can read the document more easily on my Patreon by downloading it. You can also use the link below:

https://www.gmbinder.com/share/-OW49485R0BbpABbIJ2h

If you want to see more, please check out my Patreon. You can also see upcoming boss battles I am creating on my Pinterest and Instagram.

u/Zi_Chin — 2 months ago