A detailed look at the game of Dungeons & Dragons and all things related
Thursday, July 31, 2014
The Design a Dungeon Room Contest Winner Is...
OWEN KERR
With his dungeon room: Treasure Vault of the Mad Duke
I will be sending out Owen his Certificate of Awesomeness shortly and will be posting the PDF of his design for all to see in a few weeks. Thanks to everyone who submitted and keep your eyes peeled for more contests to come in the near future!
Monday, July 28, 2014
It's A Kind Of Magic
So you've decided to be a spell caster!
It’s a good career move with lots of exciting options and
mystical powers to explore. When roleplaying, you’ll be able to use your magic
to aid you in searches, persuading others, deceiving others, repairing items,
healing, aid travel, create food and water, and the list goes on and on. In
combat, casting spells can be some of the most damage dealing actions in the
game and they can also lend support to other characters in countless ways,
especially healing. In short, spell casting is a huge part of what makes a game
like D&D fun.
Now, when it comes to casting magic spells in D&D,
there has always been the standard Vancian
System. This system was inspired by a series of novels by Jack Vance known
as “Dying Earth” or “Dying Earth World”. In order to be cast, the magic spells in
this world needed to be memorized by the spell casters and could only be cast
once a day, or at least once between full rests. This is the method I first
learned, as I’m sure most of you did as well, and the method that has survived
through every edition of D&D so far. However, some folks may not realize
that there are several other systems of casting magic available and some even
specifically designed for D&D. What are they and how do they work? Let’s
have look:
The Point Based
System
Also known as the Mana System. Anyone who has ever played
Magic: The Gathering or a Psionic class will know this system well. Basically,
you have a set number of spell points per day/rest and all spells have a
casting cost. Once you’ve spent your limit, you cannot cast any more without
having another rest or waiting for another day. This system, much more than the
Vancian System, allows the caster to keep their options open as to what spells
they can cast, how many times they can repeat the same spell, and when they can
cast it. The only real catch to this system is the difficulties that can arise
from keeping track of your points especially when it comes to maintaining
concentration with ongoing effects. It can also be fertile ground for dishonest
players to “bend the rules” in their favor. Furthermore, it is important to
note that sometimes this system is linked to hit points rather than separate
spell points. That would mean cashing in hit points for spells and creating the
dynamic that casting spells is so taxing on the body that it drains you of your
very life-force.
The Event Based
System
This system has two main branches: 1) events in time; and
2) situational events.
An event in time can be easily explained as a spell that
can only be cast once within a certain time period. This system is best
exemplified in the 4th Edition system where by spells were divided
into categories of “at-will”, “encounter”, or “daily”. It has also been used
since 2nd Edition for certain magical items that required a day, or
a week, or perhaps even longer to recharge between uses. To expand upon this
idea, it is also possible to limit the use of certain spells to certain times
of day, night, season, or year. For example, only allowing necromancy spells to
be cast at night or only allowing frost spells to be cast during the winter
months, etc.
A situational event is explained as magic that can only
be performed as long as something else is nearby or happening to the caster.
For example, a Druid who can only summon animals while in or near a forest, or
a Wizard who can only perform fire spells as long as there is a burning fire
within sight, or a cleric who can only heal her companions so long as she holds
her holy symbol/item in her hands and is powerless without it. This system
would suggest that the main power source for the spell caster’s magic comes
from something outside the caster themselves and they have to adapt to every
situation to keep their connection to their powers alive.
The Ability Based
System
The ability based system is for characters that are born
with, grow into, or are otherwise given a natural ability as opposed to
learning it or being taught. The best example of this would be superheroes like
Superman, The Hulk, Spiderman, and Wonder Woman. In this system, casters are
able to use their abilities in almost unlimited amounts so long as they can
keep themselves alive and healthy. In essence, every spell becomes an “at-will”
spell and they require no memorization, book, item, or other focus because the
magic is built into the character’s body. Now this system might seem a little
over powered at first, but if you consider that the caster is probably stuck
with the same three or four powers for the rest of his/her life, it becomes
clear that they are sacrificing diversification of spells in return for
unlimited use.
The Skill Based
System
This system assigns a difficulty roll to every spell and
the ability to cast it completely depends upon your good fortune with the dice.
Thus, all the Wizard must do to cast the spell that they want is to hit the
difficulty number by rolling a d20 and adding their Intelligence modifier. I’m
sure that many folks can come up with their own system as to what the DC should
be for each spell, but the one that I’m most familiar with goes like this: (15
+ level of spell) - level of caster. Thus, when a 10th level wizard
wants to cast a 5th level spell the DC would be (15 + 5) – 10 = 10.
Or when a 2nd level cleric wants to cast a 1st level
spell the DC would be (15 + 1) – 2 = 14. This system can be both exciting and
frustrating. It’s exciting when you blast out three or four spells in a row and
decimate a horde of enemies but frustrating when you go three or four rounds
with nada and your party begins wondering why they keep you around.
The Component
Based System
Going all the way back to AD&D, spell components have
been described or at least hinted at for most spells. I know that some DMs
enjoy making their players work with these strange and sometimes even goofy
ingredients, but for the most part I’m willing to bet that most DMs assume that
the wizard has them on hand or perhaps they are ignored altogether. However, this system not only insists that
the spell caster use them, but the caster and the DM are challenged to make the
gathering of these components the only prerequisite for casting any spell. In
short, if you have the ingredients, cast away! The upside of this system is it
leads to a lot of searching and roleplaying for the caster to acquire the goods
that they need. The downside is keeping track of the dozens of components
required to keep a good range of spells at the ready.
No matter what system you choose to implement, I believe
that the main goal should always be balance. No one wants to see a Wizard that
can cast lightning bolts for days and who takes the challenge out of any fight.
Similarly, no one wants to see a cleric that can heal so many hit points that
none of the PCs fear death. Too much of a good thing is bad my friends.
Experiment, adapt, and enjoy!
Friday, July 25, 2014
Monday, July 21, 2014
4 Ways To Use Weather in D&D
I live in Atlantic Canada and around these parts we have
a saying: “If you don’t like the weather, wait five minutes.” Essentially it
means that our weather changes so often that you never know what you’re going
to get. Also, our long history with fishing and farming means that many of us
were raised keeping one eye on the weather and knowing what it means. Learning how to
read and predict the weather can be a very valuable asset when your life and
living depends upon being closer to right than wrong.
With this in mind, I’m often struck by how little
emphasis is placed on weather in D&D. I can vaguely recall a weather chart
in a 2nd Edition book, perhaps the DM’s Guide, but have failed to
see it since. But beyond the charts, I wanted to make the point that weather
can play a huge role in setting up many fun, challenging, and exciting moments
for a group, provided that the DM knows how to put it to good use. With that in
mind, what follows are four fun ways a DM can use weather to maximum effect:
1) Weather for Roleplaying
2) Weather for Combat
3) Weather as a Trap (It’s a trap!)
Far too often DMs (myself
included) limit ourselves when it comes to setting traps for our PCs. My first
reaction is to go to spikes, cleverly hidden crossbows, poison darts, you know,
Indiana Jones type stuff. But standard and classic dungeon traps like,
compacting walls, acid filled pits, and giant slicing axes just don’t cut it
out on the road. So, if you need a trap to throw at your PCs while they are out
wondering around under the open sky, why not consider a weather trap. Any NPC Wizard
of decent level can set one of these up, or perhaps you might bestow a magical
item to your antagonist that could do the trick. Either way, imagine the faces
of your players when they are suddenly hit with an ice storm in the middle of the
jungle or a major downpour in the desert! Also, consider some of the
side-effects that can occur during weather events such as mud-slides, flash
floods, water freezing, animals going nuts, trees falling, lighting strikes
starting fires, etc. There’s lots of great opportunities here to make your PCs work
for their progress.
4) Weather as a Plot Point
What does this mean? Well perhaps the good people of
someandsuch village are suddenly
wondering why their dry and hot summer is
stretching well into the fall months; or maybe some
Lord, Duke, or Count is in
a panic because it’s been nothing but rain in his country for weeks; or
maybe
the merchant caravan that your group works for suddenly finds themselves laid
off because the snow has continued to pile up without end well into the spring.
These and many other situations can be caused by simple magic manipulation of
the weather and they can be great starting points for an adventure. What is
causing these anomalies and what can be done about it? Perhaps it’s as simple
as a Wizard exacting his revenge on the locals for some kind of slight. Or
perhaps it’s as epic as a Demon Lord who has managed to escape the Nine Hells and is testing
his powers. I’m sure there are dozens of great story lines one can come up with using something
as simple as the weather for a starting point.
perhaps it’s as epic as a Demon Lord who has managed to escape the Nine Hells and is testing
his powers. I’m sure there are dozens of great story lines one can come up with using something
as simple as the weather for a starting point.
In retrospect, I think weather has been getting a bad deal
over 3.5 and 4th edition. I’m not sure yet how it will fare in 5th
but I’m glad there were at least some references in 2nd Edition. In
any case, I’m a huge advocate for the DM utilizing everything at their disposal
to make an adventure more exciting, unique, and interesting and I would
certainly consider the weather to be one more tool on my belt to accomplish
that goal.
Friday, July 18, 2014
Friday Art Gallery VII
Eva Widermann, "Rest and Recovery"
This week I wanted to look at an amazing work by Eva Widermann. Her work for D&D includes: Player's Handbook II (2006), Monster Manual IV (2006), Complete Mage (2006), Cityscape (2006), Complete Scoundrel (2007), Magic Item Compendium (2007), Drow of the Underdark (2007), Monster Manual V (2007), Elder Evils (2007), and the 4th edition Monster Manual (2008). She was born in Germany and currently lives in Ireland.
One of the things I love about her work is the amazing character detail she creates. Everyone one of her characters have a great mix of depth, emotion, individuality, and life. That is the reason why I wanted to showcase this piece with it's five great characters (six or seven if you count the cat and raven). I believe that we have the following from left to right: A Human Barbarian; an Elf Wizard; a Tiefling Bard; a Halfling Druid; and a Half-Elf Rogue. We also have the short-haired cat that I believe to be the familiar of the Wizard and the raven which probably is a companion of the Druid. All of whom are engaged in that time honored tradition of camping for the night.
I also love to zoom in on the "inner dialog" that each character is projecting in this piece. The Barbarian is obviously married to his duty and honor as he keeps a steady eye out for any danger. The Wizard is doing her best to be aloof and show her displeasure with the group while the Bard gently plays for her in an attempt to ease her back into the fold. The Druid experiments with her magic and seems happy to be in her element surrounded by an enchanted wood. And finally, the Rogue is engrossed in his notes and maps of what looks like a dungeon and perhaps the group's next destination.
Lovely work from a very talented artist!
Monday, July 14, 2014
The Endless Stats Debate
Here’s a question that every DM gets asked a hundred
times: How do you roll stats/attribute scores? Doesn’t sound like a terribly
tough question, does it? But, depending on your players and the kind of avatars
they are accustomed to playing, the answer to this question can be the
foundation for the entire future of the character. I mean, let’s face it, a
Fighter with 8 Strength is going to get laughed at and a Wizard with 19
Intelligence is going to kick some butt. That’s just how the math works. So
this week I thought I would look at some of the more popular, successful, and
interesting variations on finding your perfect, or at least acceptable,
attributes.
To start off, let’s have a look and see how it’s done “by
the book”. According to the D&D 5th Edition Basic Rules PDF, the
most current rules available at the time of this writing, the definitive system
to use is the 4d6 System. It breaks down like this:
1) Roll 4d6, dropping the lowest number and adding up the
higher three. Record the number.
2) Repeat step 1 five more times for six numbers in
total.
3) Assign the six scores to whatever attributes best
serve your character.
An alternate system mentioned in the Basic Rules PDF is
the Set Scores system. That is where you take these numbers: 15, 14, 13, 12, 10,
and 8 and place them in any attribute scores you wish. This is meant to save
you time and create an average, well-rounded character.
Another mainstream “by the book” system is known as the
Custom or Point System. The latest version of this system was offered in the
D&D 5th Playtest. Below is the excerpt directly from the source:
Personally, I have used all three systems in the past and
find the first much more appealing than the other two. The averages that you
get from the 4d6 System work out to be a little higher and sometimes even
exceptionally higher. Of course, by using this system you are always going to
have that one person who rolls four 10s and two 8s and will whine until the
cows come home. Thus is the burden of being a DM.
For my own in-house games I have tinkered with the 4d6
System under the suggestions of others and I like to give my characters a
little boost in order to handle my more challenging adventures. Here are two
examples of what I do:
1) When rolling the 4d6, re-roll any 1s. This can really
make the difference between an average
character and
a super powered one.
2) After you have rolled a complete set of scores, roll a
second or even a third complete set and take the
set of your
choice.
However, if you’re looking for something completely
different, here are a few different examples that I have pulled off the net:
-
Roll 4d4+4 per ability (I believe that this was
a Dark Sun method);
-
A group roll where everyone rolls a set of stats
using the 4d6 system but then all of the scores go into a communal pool and who
gets what is negotiated amongst the group;
-
All stats start at 12 and you can add to some by
taking away from others up to a maximum of +/- 4 points;
-
Roll 3d6 ten times. Eliminate the top two rolls
and bottom two rolls, place the remainders as desired;
-
Straight d20 rolls for each stat ignoring
anything under 5;
-
The 6x6 Matrix where you roll six sets of 4d6
stats, arrange all of the results in a 6x6 box, and then choose what set you
want either horizontally or vertically within the box;
-
And for something off-the-wall: The player rolls
a set of stats using the 4d6 system and places the scores where desired. Then
the DM rolls a set of stats using the 4d6 system and places them where he/she
thinks they should go for that same character. Neither player nor DM shows each
other their stats until they are finished. Once it is over, the two sets are
revealed and then averaged (rounded up) for the final score in each stat.
But the award for the most original method I’ve
encountered goes to the Blackjack System. This would be where the player is
dealt out playing cards Blackjack style. They can choose to stay on any two
cards, draw up to a maximum of five, and the total of the cards is their score
for their ability. That means that some stats can even get as high as 21! But
the flip side shows up when the player busts. If they do that, they are forced
to take the minimum stat of 8. Not sure If I would use it but it’s certainly
original.
Regardless what method you use, stat creation can be fun
too! Working the numbers and trying to prognosticate what bonuses you will need
and where can be extremely rewarding when you choose right and a bit painful
when you choose wrong. Take your time and put some thought into it. The payoff
might surprise you! Additionally, here
are a few tidbits of parting advice concerning stats:
For the Players: Try your best to not min/max all the
time. I think a well-balanced set of attributes is one of the most underrated
talents a character can have. Also, if you do end up having a low stat,
remember that it isn’t always a bad thing. A good player can always turn a low
stat into a great roleplaying opportunity. Here are some examples: the insanely
strong warrior with the scarred face (low Charisma); the young, devout cleric
who’s all thumbs (low Dexterity); and the stealthy, quick witted rogue who can
barely lift his own backpack (low Strength). These are all great starting
points for some wonderful backgrounds and conversations.
For the DM: Try to mix up your stat creation styles once
and a while to keep things fresh for your players and keep in mind that
creating a character can be a player’s favorite part of the game. I know that
sounds weird but it’s true. Some folks find pure joy in bringing characters to
life, so don’t make the mistake of dismissing it out of hand as a necessary
evil. If you can’t find a way to make D&D fun and exciting from the first
die roll when everyone is fresh and hopeful, how are you going to manage during
the really difficult parts? Do your best to make every part of the game, even
creating stats, count for something.
Friday, July 11, 2014
Friday Art Gallery VI
This week I decided to look at my favorite piece from Todd
Lockwood. Mr. Lockwood cites Jeff Easley and Frank Frazetta as his biggest artistic
influences and he got his start with TSR doing character portraits for their Spellfire card game back in 1995. (Wikipedia) Since
then, he has produced hundreds of works for the Ravenloft, Forgotten Realms,
and Dragonlance settings, as well as the cover art for dozens of D&D related
novels including this one for R.A. Salvatore.
I’ll admit, when it comes to Todd Lockwood, I’m a huge
fan. To my eyes, there’s a kind of movement or action to his style that always
makes me think, what happens next? His detailing and his personalization of
every character is top notch and I can’t think of anyone else who can show such
a huge range of emotions within one painting. For example, take a close look at
this piece. To start with Drizzt, I see determination and focus. Then have a
good look at the other Orcs and you will see anger, joy, fatigue, shock,
terror, rage, uncertainty, pride, and arrogance. Not to mention a whole lotta
teeth!
Some of the best details of this piece are hiding in
plain sight (another talent of Mr. Lockwood that I enjoy). Almost every weapon
held by the Orcs is stained with blood. That means that these Orcs have already
killed (or at least wounded) this day and are bursting with bloodlust. They
also have Drizzt completely surrounded with even more reinforcements on the way in the
far background. This is adding to their confidence and blinding them to the fact that they are about to take on the greatest swordsman in the Realms. However, check out the Orc
that sits almost dead center of the lower third of the piece (the only one that
seems to be staring outward at the viewer). He has no weapon and seems to have
an indecisive look on his mug. If I were going to bet money on it, I’d say this
guy is about to do the smart thing and run.
I believe The Thousand Orcs to be a benchmark in cover
art. When I first saw the book my only thought was : wow. And since that time,
I cannot think of another cover that has made me think that way. Hats off to
you Mr. Lockwood, you are setting the bar very high.
Monday, July 7, 2014
3 Steps To Building A Simple Dungeon
To coincide with my Design a Dungeon Room contest (See Here For Details) I thought I would do an article on how to build a quick and
easy dungeon. Now I know a lot of DM’s out there who find creating original
dungeons not only fun but enjoyable. I also know more than a few who would say
it is their least favorite part of planning the game. Maybe it’s because they
were never any good at it, maybe they don’t have the time, or maybe it all
boils down to personal preference. Just like some players live for combat and
others love roleplaying, a DM is allowed to dislike dungeons. So what can a
dungeon dreading DM do when most players are expecting at least one or two
dungeons during the course of a campaign? Well there are the obvious choices
such as a) Creatively avoid dungeons all together, or b) Take previously made
dungeons from various sources and make them your own. The former seems a bit
too extreme while the latter smells like laziness. However, I must admit that I
have swiped many previously made dungeons in the past, especially when in a
time crunch.
Generally, I always do my best to create original
dungeons for all of my campaigns. Is this time consuming? Yes. Is it worth it?
Most definitely and I’ll tell you why: if you’ve made it yourself then you know
all there is to know about the dungeon and can change, alter, and revise as
needed during the game. It’s a huge advantage to DM when your players are staring
you in the face and you can answer them back in less than two seconds instead
of looking things up and getting back to them in thirty seconds. Times that by
around forty questions asked during the total time spent in the dungeon and
you’ve just saved yourself twenty minutes! It’s also important to note that
when you make a dungeon yourself you have a much better vision of what it
looks/sounds/smells/feels like in your own mind which will help you greatly
when it comes to describing things and setting up the really big moments.
So, in an effort to get more of you to create your own
material, here’s my three step guide to creating simple dungeons! Now keep in
mind that this is just a template and will not be all things for all people.
This is just a starting point and the real challenge will be how much
flexibility and innovation you can pour into this framework.
Step 1: location,
location, location.
Where do you want this dungeon to be located? Is it in
ruins surrounded by jungle? Is it an abandoned castle in the mountains? Is it
what remains of a tower or a temple? You have to start with the basic questions
of what and where. Once you have that answer, the next steps become a lot
easier. If you can’t decide and would rather have fate/luck take the wheel,
here’s a quick and very basic table you can use:
1d6
|
What?
|
1d6
|
Where?
|
1
|
Temple
|
1
|
Swamp
|
2
|
Tower
|
2
|
Forrest/Jungle
|
3
|
Caves
|
3
|
Mountainside
|
4
|
Mine
|
4
|
Underground
|
5
|
Castle
|
5
|
Desert
|
6
|
Ruins
|
6
|
Canyon/Crater
|
Step 2: how big
are we talkin’ here?
Another fun question is how big do you want this dungeon
to be? And the answer can be made in several ways. How many playing hours do
you want it to be? How much ‘game time’ do you want the characters to spend in
the dungeon? How many encounters do you want the group to have, and many, many
more. Personally, I like to tackle this question from the ‘how many playing
hours do I want this dungeon to eat up?’ angle and I’ve found a fairly simple
and accurate time system to help me calculate. Rooms or hallways with no encounters
or traps and/or riddles count for 5 minutes; rooms with traps and/or riddles
but no encounters count for 15 minutes; rooms with small encounters count for
20 minutes; rooms with large encounters count for 30 minutes; and ‘Boss’ rooms
count for 45 minutes. Then, after you’ve
calculated the total, you add in 10% for miscellaneous/extra time.
Here’s all of that information in another little chart to
help you out:
Room Type
|
Time
|
Simple Room/Hallway
|
5 min
|
Trap/Riddle
|
15 min
|
Small Encounter
|
20 min
|
Large Encounter
|
30 min
|
“Boss” Encounter
|
45 min
|
By this thinking a DM can quickly design a dungeon based
on how much time they have to run it. For example: Let’s say you want to run a
full dungeon in roughly 3 hours. That gives you 180 minutes to work with. Start
at the back and move forwards. 180 minutes – 18 minutes for the 10%
miscellaneous/extra time gives you 162. Take away 45 minutes for the “boss”
gives you 117. Say you want to add one large encounter and two small
encounters, that’s a total of 70 minutes to take away from 117 gives you 47.
That leaves time for roughly two traps/riddles and three simple rooms/hallways.
In summary, we have just devised that our dungeon will be nine rooms in total
with two trap/riddle rooms, four encounters, and will take approximately 3
hours to run. That sounds good to me.
Step 3: Select a
Theme.
All of the great dungeons have a unifying theme.
Sometimes it has to do with the types of monsters/encounters inside such as
undead, demons, bandits, etc.; other times it has to do with the history of the
place such as an old Dwarven stronghold, Elven burying ground, or an ancient
battle site; and there are also things that can be done to theme together traps
and riddles. The possibilities are almost endless.
So how do you decide? Well, if you are following this
guide, I think you have to take a moment to look back at Step 1. Take a look at
the ‘what’ and the ‘where’ and that will help you decide on a solid theme. For
instance, I just went back to Step 1 and rolled caves in a forest. So I’m
immediately thinking about what theme works best with those two choices. A den
for Orcs and Goblins jumps to mind, or perhaps a lair for an adolescent Green
Dragon. Either option would make a for a great adventure and once you get the
ball rolling on either Orcs or a Dragon as your focus, I think you will find
the rest of theme comes together easily.
Another option that I use on a regular basis is my “this-is-my-this”
dungeon. The easy example is “this is my Indiana Jones dungeon”. Another might be
“this is my anti-gravity dungeon”, or “this is my Greek myths dungeon”. You can
easily take themes from movies, books, television, history, and even other
dungeons!
Challenge yourself to take interesting and “out of the
box” options and you might like what you come up with. Let me know how it goes!
Friday, July 4, 2014
Friday Art Gallery V
Halfling Welcome
By Emily Fiegenschuh
This week I wanted to focus on a female artist and I
decided to go with Emily Fiegenschuh. Although she is probably best known for
her work in the New York Times Bestsellers A
Practical Guide to Dragons and A
Practical Guide to Monsters, she has also lent her talent to Wizards of the
Coast for several 3.5 and 4th Edition books including Races of the Wild, Complete Arcane, Player’s
Handbook II, Draconomicon, Monster Manuel III and more. I find that
her work has a tangible playfulness to it and that’s why I think she is one of
the best people to be illustrating Halflings. That’s also why I chose this
piece.
I love the fact that A) the Halflings are welcoming this
apparent stranger (an elf no less) into their camp with literal open arms; and
B) the Elf has a grip on his coin purse strong enough to choke out a Bugbear.
Which leads me to an interesting question: Do you think the thieving Halfling
is a stereotype/cliché? I know that many of the Halfling PCs in the games that
I have run were a wide range of classes and not just rogues but many people
still seem to think that Halfling = thief. I suppose that Tolkien is to blame for
that one. Personally, I love to see the weird combinations like Halfling Monk,
Barbarian, and Paladin. (For the Shire!)
Getting back to the art, I’m always looking for some
small details in every piece that brings it to the next level of storytelling
and this one has a few. Firstly, take a close look at the elf and notice that
he’s not just passing through the Halfling camp for the fun of it. He seems to
have multiple injuries (bandaged calf/knee, cut on upper thigh, and cuts on upper
arm) and that would suggest he’s looking for shelter and a place to rest.
Secondly, despite the fact that the three Halflings in the foreground appear
quite accommodating, take a closer look at the two in the background. These two
seem to me to be a mother and daughter, with the mother holding her child back
from getting any closer. Is she just being protective or could it be she doesn’t
trust her youngling around such a handsome looking fellow? You decide!
Thank you for this and many other fine pieces Emily Fiegenschuh!
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