(un)reason
Legend
Hello. Those of you who've been reading the forum will know that for the past year, I've been reading and reviewing every Dragon Magazine, in order. While certainly not anywhere near finishing this, I think I now have more than enough material to build a game (if not dozens) with. So this is where I'll gradually build up a world, largely constructed from ideas and material drawn from various articles in the magazine, and post accounts of my actual plays involving it. I intend to playtest as many of the articles as possible, and give feedback on how they turn out. After all, what seems like a good read might be horribly broken in play, while a dull one might be smooth and helpful when actually put into practice. Hopefully, this'll give us a better perspective than straight reading.
Our first bit of fun, of course, eschews the worldbuilding, personalities, plot and all that fancy stuff, for pure random dungeoncrawling. With an emphasis on the random. Yes folks, what better place to start than by using the random dungeon tables in The Strategic Review 1 to create my very first dungeon? I certainly can't think of one. This was done yesterday, as a purely spontaneous exercise, with me DMing, and my brother playing all the characters as a unit. We managed to whip up the characters and dungeon in a couple of hours, (the dungeon, of course, taking a lot longer than the characters) and played for approximately 4. It was all very much a sudden decision, and I had no particular plans going into it.
So lets introduce you to the characters, such as they were. Generated using straight 3d6, take what you get, and Moldvay basic edition classes, here's the 8 1st level reprobates who entered. How many of them will come out the other end? Good question.
Vile: Class: Cleric AL:N Str:6 Dex:8 Con:16 Int:9 Wis:13 Cha:12 Hp:8 AC:3
Obes: Class: Thief AL:L Str:6 Dex:8 Con:12 Int:6 Wis:8 Cha:8 Hp:1 AC:8
Rot: Class: Thief AL:C Str:9 Dex:16 Con:10 Int:13 Wis:5 Cha:16 Hp:3 AC: 5
Skulcrush Class: Dwarf AL:C Str:18 Dex:10 Con:13 Int:10 Wis:10 Cha:9 Hp:5 AC:3
Wulf: Class: Fighter AL:N Str:16 Dex:9 Con:12 Int:9 Wis:5 Cha:15 Hp:8 AC:2
Fang: Class: M-U AL:L Str:10 Dex:9 Con:5 Int:13 Wis:7 Cha:13 Hp:1 AC:9 Spell: Magic missile.
Lord: Class: Elf AL:C Str:16 Dex:17 Con:13 Int:16 Wis:10 Cha:13 Hp:7 AC:0 Spell: Detect magic.
Lastra: Class:M-U AL:L Str:10 Dex:14 Con:11 Int:16 Wis:8 Cha:13 Hp:4 AC:8 Spell: Sleep.
Now, lets introduce you to the dungeon. As they advise, I started in the middle, and simply filled stuff out as I went, only fudging to make sure I didn't go off the edges. Monsters were determined using the level 1 random encounters table from the moldvay basic set, except for significant (big, odd shaped, etc) rooms, which used the level 2 tables instead. Treasure was also determined purely by the random table from SR1. I numbered all the rooms with anything significant in them, and here's the key to that.
0: The entrance, of course.
1: 250GP
2: 8 bandits
3: 5 Skeletons
4: 2 Traders. To make sense of these three encounters so close together, I turned the bandits into mercenary employees of the Traders, and decided they would have arrived just before the PC's and be fighting the skeletons. This would set up an instant dillema for their enjoyment.
5: Murder holes, so anyone above this long corridor can shoot arrows and pour flaming oil on intruders.
6: 6 fire beetles + 1000 CP
7: Cavern with pool that turns gold to platinum (1 time only) 3 Black Widow spiders.
8: Pit trap in this corridor
9: Toilet. Not randomly rolled for, but the room seemed the right kinda size and position, and it never hurts to include one.
10: Back door to gnome burrows. This gave them a chance to rest and reequip if they made it this far.
11: Sliding wall trap to crush careless entrants to death.
12: 7 Halfling Wolfriders. I rolled a double helping of monsters here, and then got halflings and wolves. This was surprisingly easy to reconcile into a single coherent team, while being the kind of thing you'd never think of on your own. I decided to have them be another party of earlier adventurers, who had just tripped the trap in this corridor. So the PC's would have the fun choice of if to save them or not.
13:1000 SP
14: 2 bandits just behind this secret door, able to shoot through murder holes.
15: 2 Giant shrews, 100 PP
16: 11 halflings, 1,000 SP (More halfling adventurers? How very curious.)
17: 100 PP
18: 250 GP
19: 16 Kobolds. I decided they'd use the money in the previous room as bait, as at least that'd make a little sense.
20: 10 Kobolds, 1000 CP.
21 8 giant shrews (presumably trained by the kobolds )
22: 750 EP. 1 Gecko (the leader's pet)
23: 1000 CP
24: 4 elves. 750 EP
25: 7 troglodytes. Another obvious immediate conflict set up here.
26: 750 EP (there's a lot of electrum in this area. What's all that about?)
27: 4 skeletons in a closet. (Another kobold trap, I presume )
28: Chute leading down to room 24.
29: Two doored elevator. When entered from the west, it descends, allowing access to the room on the east, while preventing them from going back until 30 turns later, when it automatically resets.
30: 6 Ghouls
31: One way escape ladder in hidden tunnel. Only openable from below.
32: Another hidden ladder back to room 24. This one is infested with yellow mold, which will shoot spores if they try to climb it.
And here's the map. Each small square = 5 foot.
And here is the timeline of our first adventure.
Day 1: Enter dungeon. explore to first turnoff, turn left. Encounter halflings exploring this part. Decide to let them take that path, while they take the other. Go north, fight giant shrews hiddden in nest off collapsed tunnel. Obes killed in one hit by shrew of caer bannor. Kill shrews. Loot 100 PP from their lair (apparently, these giant shrews like shiny things. Head west. Watch mercenaries fight skeletons. Get offered a job by the Investigators to replace their losses in the battle. Decide not to take that offer. Finish off mercs + employers by casting sleep + slitting their throats. Decide to head back after this, as they now have a pretty hefty haul.
Haul: 50 xp. 100pp 750ep, app 1000 gp of misc coins from mercs, weapons & armour, trousers full of shrew . (they leave the dead character behind, but take his trousers to use as a storage device. This says a lot. )
Day 2: Stand in fork off chamber (1) debating which way to go. Tussey & Strunk investigators (wandering monster roll of traders) come in to see what happened to their previous mercs. Decide to play it innocent & direct them the way the halflings went. Turn right, fight fire beetles in trapezoidal room, continue up to back entrance to treasure room. (32) Shot at by guards through peepholes in secret door, decide to retreat.
Haul:5 fire beetles 75 XP. 1000 cp
Day 3: Head north from first fork, detect pit trap in time to avoid falling in. Decide to leave that route, head east. Follow corridor northeast, northwest, and then enter cavern. As they do, a giant black widow spider drops on skulcrush's head. Fails to kill him first round, but succeeds second. They see two more giant spiders approaching. Lastra uses sleep, and once again, they kill them while incapacitated. They then investigate the pool in the cavern. The wizards examine it, and find it radiates transmutation magic. So they start experimenting. First, they put the shrew in. It turns purple and gives off bubbles. Second they put the spider corpses in. It returns to it's original colour. Then Wulf jumps in. Nothing seems to happen. Finally, they dump all the corpses into it. It turns grey, and gives off a roiling smoke and bubbles. When a monstrosity made of all the bones put in fused together randomly lurches out, they run. When they get back to the inn, Wulf finds all his GP have turned to platinum. He decides not to tell the rest of the party. This of course puts him up a good 1,200 xp as well. Good outcome for him, eh?
Haul:3 black widow spiders, 150 XP. Effective gain of 1200 GP due to conversion.
Day 4-6: Hide out in town, listening for rumours. (they aren't going to fight something that far out of their league if they can help it) On Day 7, word of this monstrosity and the devastation it has wreaked upon the farmers reaches town. Town Lord hires crack team of 18 halfling mercenaries. (More random rolling. Don't laugh) 9 die in the battle, but they beat the beast.
Day 15: Come back to dungeon with ladder. Use it to get over pit trap. Find that this is just another way into the same cavern as last time. Head northeast, Come to trap triggered by halfling wolfriders. Fail to figure out how to open it and save them. Give up, head south, to take the one branch they haven't explored yet. Find corpses of the group of halflings they encountered on day 1. Loot bodies, leave.
Haul:250GP, plus lots of adventurer gear to flog.
Day 16: Venture back into dungeon. Explore area to north and find it pretty much empty. Bung up murder holes used to shoot down at people coming in. (5) Go to room with halfling corpses. Loot kitchen, find 100pp. Go to room on the west, (which is curiously empty apart from 250 GP lying on the ground, very suspicious) get bombarded by flaming oil from murder holes by this door. Retreat. Wait a while, come back. Interrupt kobolds as they ventured out from the locked door. Lastra sleeps 6 kobolds, 4 remaining. Fight. Fang gets killed in fight, but they kill the kobolds. As they relax, and turn to loot the bodies, the kobolds on the other side of the door bombard them with more flaming oil. Lastra gets killed (poor 1hp mages) All apart from Lord retreat. Lord runs to the near wall and hides by the side of the murder holes where he can't be shot. and then pushes his own cans of flaming oil through the holes back. Kobolds scream and run off. The other PC's come back, keep guard. Discuss their next move for quite a while. Figure out how to open the door using 10 foot poles to lift the bar on the other side through the murder holes. Head east to room 20. Catch Kobold napping (amusing surprise rolls. ) kill one, but others manage to get away. Head south, then east. Figure out that area 29 is an elevator, and engage it to go downwards. Head north to room 30. Open it, see dead bodies lying on the floor. Decide to be cautious, throw a stone at them, then slam and spike the door shut. This awakes the Ghouls, and they scrabble at the door, trying to break through. Vile the cleric tries to turn them repeatedly, but fails. Wulf and Rot investigate the room to the south, but fail to find the secret door. Ghouls eventually break through, and nasty fight takes place, with Vile getting paralyzed, but eventually our heroes win. They have to sit around for 80 minutes for the paralysis to wear off. They decide to camp here, as they do not know how to make the elevator go up again, and a little resting to heal up would be good.
Haul:100PP, 250GP. 14 kobolds 70XP, 6 ghouls 150XP
Day 17: While they are resting during the night, the elevator resets, going up, leaving them there. They do not wake up in time to do anything about this. So instead, they go north and examine the control rooms of this strange place. Although mystified by the ancient technology, they eventually open up an escape ladder, leading, via a one way secret door, back to the Kobolds lair, which is now abandoned. They decide to make their way out after this, evading a tripwire set by the kobolds which would have set off another flaming oil trap on the way out, but leaving it there for others to face.
Conclusions:
While the dungeon generation system certainly isn't perfect, (it has some errata that I never noticed until I actually tried following it step by step) It managed to quickly produce a dungeon that was interesting, and had just enough hints of coherency that I could fill in the pattern some more. (It almost reminded me of some sort of underground transport system, so I decided to go with that fallen ancient technology motif) It does result in lots of dead rooms, and you get random treasure showing up in the oddest places, which means the players are never sure what to expect. You can go a long way without encountering any monsters, and then suddenly, there's a whole bunch of them. Their advice that if you come back to an already mapped area, you make any doors leading to that area one way secret doors results in awkward switchbacks, making it increasingly difficult to find unexplored areas the further you go, but also making escaping from the dungeon easier than you'd think. Probably the biggest problem is keeping track of all the different forks and choosing the order in which to develop them when you roll for multiple doors and turnings. (this would probably be different if I had been generating corridors and rooms as they were explored, rather than building the whole thing first.) It also has the quirk that once it turns diagonal, it tends to stay that way for quite a while, until you hit another oddly shaped room or diagonal turnoff.
A death count of 50% seems pretty reasonable, considering the circumstances. At this point, they really need to replenish their numbers before heading off to tackle another adventure. Amusing to note that the only combat with two fatalities happened as a result of kobolds. 3 HD creatures with instadeath poison? Not a huge problem. Horde of kobolds with basic defensive tactics and lots of flaming oil? Rather a greater one. Much of this can of course be attributed to the effectiveness of sleep at 1st level. It really is an encounter changer unless you roll really badly, or are up against tons of enemies. Also interesting is the odd frequency of halfling NPC's showing up on the random roll. Altogther, 27 halflings died offscreen as an indirect result of their actions. We now have several potential plot hooks which I can use to build this into a proper setting. (You should be seeing the Private investigators of Tussey & Strunk again. ) It is notable that the vast majority of XP comes from the treasure you get, rather than the creatures you kill. We haven't seen a single magic item, but there has been more than enough money to do some serious economy destabilizing.
So that's it for now. Whether this will remain just a one-shot, or develop into something bigger and more serious just as the magazine did, I'm not sure. When I have more to report on this front, I'll let you know.
Our first bit of fun, of course, eschews the worldbuilding, personalities, plot and all that fancy stuff, for pure random dungeoncrawling. With an emphasis on the random. Yes folks, what better place to start than by using the random dungeon tables in The Strategic Review 1 to create my very first dungeon? I certainly can't think of one. This was done yesterday, as a purely spontaneous exercise, with me DMing, and my brother playing all the characters as a unit. We managed to whip up the characters and dungeon in a couple of hours, (the dungeon, of course, taking a lot longer than the characters) and played for approximately 4. It was all very much a sudden decision, and I had no particular plans going into it.
So lets introduce you to the characters, such as they were. Generated using straight 3d6, take what you get, and Moldvay basic edition classes, here's the 8 1st level reprobates who entered. How many of them will come out the other end? Good question.
Vile: Class: Cleric AL:N Str:6 Dex:8 Con:16 Int:9 Wis:13 Cha:12 Hp:8 AC:3
Obes: Class: Thief AL:L Str:6 Dex:8 Con:12 Int:6 Wis:8 Cha:8 Hp:1 AC:8
Rot: Class: Thief AL:C Str:9 Dex:16 Con:10 Int:13 Wis:5 Cha:16 Hp:3 AC: 5
Skulcrush Class: Dwarf AL:C Str:18 Dex:10 Con:13 Int:10 Wis:10 Cha:9 Hp:5 AC:3
Wulf: Class: Fighter AL:N Str:16 Dex:9 Con:12 Int:9 Wis:5 Cha:15 Hp:8 AC:2
Fang: Class: M-U AL:L Str:10 Dex:9 Con:5 Int:13 Wis:7 Cha:13 Hp:1 AC:9 Spell: Magic missile.
Lord: Class: Elf AL:C Str:16 Dex:17 Con:13 Int:16 Wis:10 Cha:13 Hp:7 AC:0 Spell: Detect magic.
Lastra: Class:M-U AL:L Str:10 Dex:14 Con:11 Int:16 Wis:8 Cha:13 Hp:4 AC:8 Spell: Sleep.
Now, lets introduce you to the dungeon. As they advise, I started in the middle, and simply filled stuff out as I went, only fudging to make sure I didn't go off the edges. Monsters were determined using the level 1 random encounters table from the moldvay basic set, except for significant (big, odd shaped, etc) rooms, which used the level 2 tables instead. Treasure was also determined purely by the random table from SR1. I numbered all the rooms with anything significant in them, and here's the key to that.
0: The entrance, of course.
1: 250GP
2: 8 bandits
3: 5 Skeletons
4: 2 Traders. To make sense of these three encounters so close together, I turned the bandits into mercenary employees of the Traders, and decided they would have arrived just before the PC's and be fighting the skeletons. This would set up an instant dillema for their enjoyment.
5: Murder holes, so anyone above this long corridor can shoot arrows and pour flaming oil on intruders.
6: 6 fire beetles + 1000 CP
7: Cavern with pool that turns gold to platinum (1 time only) 3 Black Widow spiders.
8: Pit trap in this corridor
9: Toilet. Not randomly rolled for, but the room seemed the right kinda size and position, and it never hurts to include one.
10: Back door to gnome burrows. This gave them a chance to rest and reequip if they made it this far.
11: Sliding wall trap to crush careless entrants to death.
12: 7 Halfling Wolfriders. I rolled a double helping of monsters here, and then got halflings and wolves. This was surprisingly easy to reconcile into a single coherent team, while being the kind of thing you'd never think of on your own. I decided to have them be another party of earlier adventurers, who had just tripped the trap in this corridor. So the PC's would have the fun choice of if to save them or not.
13:1000 SP
14: 2 bandits just behind this secret door, able to shoot through murder holes.
15: 2 Giant shrews, 100 PP
16: 11 halflings, 1,000 SP (More halfling adventurers? How very curious.)
17: 100 PP
18: 250 GP
19: 16 Kobolds. I decided they'd use the money in the previous room as bait, as at least that'd make a little sense.
20: 10 Kobolds, 1000 CP.
21 8 giant shrews (presumably trained by the kobolds )
22: 750 EP. 1 Gecko (the leader's pet)
23: 1000 CP
24: 4 elves. 750 EP
25: 7 troglodytes. Another obvious immediate conflict set up here.
26: 750 EP (there's a lot of electrum in this area. What's all that about?)
27: 4 skeletons in a closet. (Another kobold trap, I presume )
28: Chute leading down to room 24.
29: Two doored elevator. When entered from the west, it descends, allowing access to the room on the east, while preventing them from going back until 30 turns later, when it automatically resets.
30: 6 Ghouls
31: One way escape ladder in hidden tunnel. Only openable from below.
32: Another hidden ladder back to room 24. This one is infested with yellow mold, which will shoot spores if they try to climb it.
And here's the map. Each small square = 5 foot.
And here is the timeline of our first adventure.
Day 1: Enter dungeon. explore to first turnoff, turn left. Encounter halflings exploring this part. Decide to let them take that path, while they take the other. Go north, fight giant shrews hiddden in nest off collapsed tunnel. Obes killed in one hit by shrew of caer bannor. Kill shrews. Loot 100 PP from their lair (apparently, these giant shrews like shiny things. Head west. Watch mercenaries fight skeletons. Get offered a job by the Investigators to replace their losses in the battle. Decide not to take that offer. Finish off mercs + employers by casting sleep + slitting their throats. Decide to head back after this, as they now have a pretty hefty haul.
Haul: 50 xp. 100pp 750ep, app 1000 gp of misc coins from mercs, weapons & armour, trousers full of shrew . (they leave the dead character behind, but take his trousers to use as a storage device. This says a lot. )
Day 2: Stand in fork off chamber (1) debating which way to go. Tussey & Strunk investigators (wandering monster roll of traders) come in to see what happened to their previous mercs. Decide to play it innocent & direct them the way the halflings went. Turn right, fight fire beetles in trapezoidal room, continue up to back entrance to treasure room. (32) Shot at by guards through peepholes in secret door, decide to retreat.
Haul:5 fire beetles 75 XP. 1000 cp
Day 3: Head north from first fork, detect pit trap in time to avoid falling in. Decide to leave that route, head east. Follow corridor northeast, northwest, and then enter cavern. As they do, a giant black widow spider drops on skulcrush's head. Fails to kill him first round, but succeeds second. They see two more giant spiders approaching. Lastra uses sleep, and once again, they kill them while incapacitated. They then investigate the pool in the cavern. The wizards examine it, and find it radiates transmutation magic. So they start experimenting. First, they put the shrew in. It turns purple and gives off bubbles. Second they put the spider corpses in. It returns to it's original colour. Then Wulf jumps in. Nothing seems to happen. Finally, they dump all the corpses into it. It turns grey, and gives off a roiling smoke and bubbles. When a monstrosity made of all the bones put in fused together randomly lurches out, they run. When they get back to the inn, Wulf finds all his GP have turned to platinum. He decides not to tell the rest of the party. This of course puts him up a good 1,200 xp as well. Good outcome for him, eh?
Haul:3 black widow spiders, 150 XP. Effective gain of 1200 GP due to conversion.
Day 4-6: Hide out in town, listening for rumours. (they aren't going to fight something that far out of their league if they can help it) On Day 7, word of this monstrosity and the devastation it has wreaked upon the farmers reaches town. Town Lord hires crack team of 18 halfling mercenaries. (More random rolling. Don't laugh) 9 die in the battle, but they beat the beast.
Day 15: Come back to dungeon with ladder. Use it to get over pit trap. Find that this is just another way into the same cavern as last time. Head northeast, Come to trap triggered by halfling wolfriders. Fail to figure out how to open it and save them. Give up, head south, to take the one branch they haven't explored yet. Find corpses of the group of halflings they encountered on day 1. Loot bodies, leave.
Haul:250GP, plus lots of adventurer gear to flog.
Day 16: Venture back into dungeon. Explore area to north and find it pretty much empty. Bung up murder holes used to shoot down at people coming in. (5) Go to room with halfling corpses. Loot kitchen, find 100pp. Go to room on the west, (which is curiously empty apart from 250 GP lying on the ground, very suspicious) get bombarded by flaming oil from murder holes by this door. Retreat. Wait a while, come back. Interrupt kobolds as they ventured out from the locked door. Lastra sleeps 6 kobolds, 4 remaining. Fight. Fang gets killed in fight, but they kill the kobolds. As they relax, and turn to loot the bodies, the kobolds on the other side of the door bombard them with more flaming oil. Lastra gets killed (poor 1hp mages) All apart from Lord retreat. Lord runs to the near wall and hides by the side of the murder holes where he can't be shot. and then pushes his own cans of flaming oil through the holes back. Kobolds scream and run off. The other PC's come back, keep guard. Discuss their next move for quite a while. Figure out how to open the door using 10 foot poles to lift the bar on the other side through the murder holes. Head east to room 20. Catch Kobold napping (amusing surprise rolls. ) kill one, but others manage to get away. Head south, then east. Figure out that area 29 is an elevator, and engage it to go downwards. Head north to room 30. Open it, see dead bodies lying on the floor. Decide to be cautious, throw a stone at them, then slam and spike the door shut. This awakes the Ghouls, and they scrabble at the door, trying to break through. Vile the cleric tries to turn them repeatedly, but fails. Wulf and Rot investigate the room to the south, but fail to find the secret door. Ghouls eventually break through, and nasty fight takes place, with Vile getting paralyzed, but eventually our heroes win. They have to sit around for 80 minutes for the paralysis to wear off. They decide to camp here, as they do not know how to make the elevator go up again, and a little resting to heal up would be good.
Haul:100PP, 250GP. 14 kobolds 70XP, 6 ghouls 150XP
Day 17: While they are resting during the night, the elevator resets, going up, leaving them there. They do not wake up in time to do anything about this. So instead, they go north and examine the control rooms of this strange place. Although mystified by the ancient technology, they eventually open up an escape ladder, leading, via a one way secret door, back to the Kobolds lair, which is now abandoned. They decide to make their way out after this, evading a tripwire set by the kobolds which would have set off another flaming oil trap on the way out, but leaving it there for others to face.
Conclusions:
While the dungeon generation system certainly isn't perfect, (it has some errata that I never noticed until I actually tried following it step by step) It managed to quickly produce a dungeon that was interesting, and had just enough hints of coherency that I could fill in the pattern some more. (It almost reminded me of some sort of underground transport system, so I decided to go with that fallen ancient technology motif) It does result in lots of dead rooms, and you get random treasure showing up in the oddest places, which means the players are never sure what to expect. You can go a long way without encountering any monsters, and then suddenly, there's a whole bunch of them. Their advice that if you come back to an already mapped area, you make any doors leading to that area one way secret doors results in awkward switchbacks, making it increasingly difficult to find unexplored areas the further you go, but also making escaping from the dungeon easier than you'd think. Probably the biggest problem is keeping track of all the different forks and choosing the order in which to develop them when you roll for multiple doors and turnings. (this would probably be different if I had been generating corridors and rooms as they were explored, rather than building the whole thing first.) It also has the quirk that once it turns diagonal, it tends to stay that way for quite a while, until you hit another oddly shaped room or diagonal turnoff.
A death count of 50% seems pretty reasonable, considering the circumstances. At this point, they really need to replenish their numbers before heading off to tackle another adventure. Amusing to note that the only combat with two fatalities happened as a result of kobolds. 3 HD creatures with instadeath poison? Not a huge problem. Horde of kobolds with basic defensive tactics and lots of flaming oil? Rather a greater one. Much of this can of course be attributed to the effectiveness of sleep at 1st level. It really is an encounter changer unless you roll really badly, or are up against tons of enemies. Also interesting is the odd frequency of halfling NPC's showing up on the random roll. Altogther, 27 halflings died offscreen as an indirect result of their actions. We now have several potential plot hooks which I can use to build this into a proper setting. (You should be seeing the Private investigators of Tussey & Strunk again. ) It is notable that the vast majority of XP comes from the treasure you get, rather than the creatures you kill. We haven't seen a single magic item, but there has been more than enough money to do some serious economy destabilizing.
So that's it for now. Whether this will remain just a one-shot, or develop into something bigger and more serious just as the magazine did, I'm not sure. When I have more to report on this front, I'll let you know.
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