List of Modules to Use With Kingmaker


Kingmaker


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I was mostly making this list for myself, and then I realized that it would only take a modicum of effort to be able to share the list here, and I might get some feedback by doing so.

This is a list of modules or published adventures I've found that the community here on the Paizo Kingmaker forum has mentioned can be used to supplement the material in the Kingmaker AP. This might be useful to GMs who want to maintain player xp levels when they have more than four PCs (the number that the AP was designed for) or to GMs who want to drop some of the elements of the AP for whatever reason, or just want to add more content.

I can't claim that this is an exhaustive list. In the few searches I've done on this topic, I have listed any item that I saw mentioned two times or more. Most of the time when I saw these mentions, very little other information about the product was given (such as a link or what level it is designed for) other than the title. I've included notes when I think they're relevant to adapting to Kingmaker, but I haven't actually used most of the products on this list. If you have questions about a product beyond what's linked in the list, I suggest you use search box found at the top of the Kingmaker forum.

Format:
Level or level range -- module link (if it's 3.5 and/or a third party product) -- any relevant notes

1 - 10 -- Tales of the Old Margreve -- Contains eight adventures
1 -- TC1: Into the Haunted Forest (3.5)
2 -- D1: Crown of the Kobold King (3.5)
3 -- Masks of the Living God
4 -- W2: River into Darkness (3.5) -- Module set in the jungle; needs conversion to forest
4 -- W3: Flight of the Red Raven (3.5)
5 -- D1.5: Revenge of the Kobold King (3.5)
5 -- Carnival of Tears (3.5)
5 -- Dark Oak (3rd party)
6 -- W1: Conquest of Bloodsworn Vale (3.5)
7 -- Realm of the Fellnight Queen
7 - 9 -- RotR3: The Hook Mountain Massacre -- Chapter 3 of the Rise of the Runelords AP
8 -- Crucible of Chaos (3.5)

Advice or additions to the list are welcome!

Dark Archive

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Allow me to mention my experience with Carnival of Tears.

Quote:

It was memorable. It created memories.

It was wonderful. It provoked wonder.
It was fantastic. It created fantasies.
It was glamorous. It projected glamour.
It was enchanting. It weaved enchantment.
It was terrific. It beget terror.
The thing about words is that meanings can twist just like a snake, and if you want to find snakes, look for them behind words that have changed their meaning.
No-one ever said the Carnival was nice.
That carnaval was bad. </Pratchett>

I introduced it without changes a few months after founding the kingdom. Since the module is designed for level 5 characters, the insertion must be done quite near the beggining of Kingmaker 2.

The Capital city was rather small (every campaing will have between 200 and 500 inhabitants, depending in how the players manage the improvements the first couple of months available). Then, this Carnival arrives. The adventure unfolds and the tragedy begins. My players were excited at the beggining of the adventure (they thought it was going to be a murder/detective adventure involving evil clowns or something similar). Now, a year later in-game, they refer to the events as "the Carnival of cannibal Carnage", or "the cruent and cruel carnival" both in English and Spanish (our mothertongue).
It's plain mean to involve a nascent city with such a deadly adventure, knowing that a large percentage of the population will die even in the best case scenario. In order to diminish the impact, you have to change most of the key scenes, or change death for maiming...
It's not a bad module, and I don't regret using it; but I know that if I had thought it deeper, I wouldn't have chosen this particular module.

On the other hand, now the Stagfall city, capital of the Prozor Kingdom, has Gradzaal "Raúl" the Minotaur as the Executioner, the rogue got Whisper and Shadow, the Summoner got Wyvernsting and the party could apply their newfound knowledge about quicklings (Rigg Gargadilly) in order to capture, imprison and execute a jumpy Prig.


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I was thinking about this a while back, I tend to do a lot of mashups. One of the best combinations I've thought of with Kingmaker is Rappan Athuk.

RA is lacking in plot, but its a 65 level megadungeon (character devourer!) with tens of entrances that would do really well in a somewhat barren wooded area. IMO it would make a beautiful combination, Kingmaker just needed more adventure sites, which RA is just about only adventure sites.

In a freeform game, why not offer an at will dungeon delve. When I ran KM I hadn't read RA yet so I just kind of was making my own stuff.


plober wrote:
It's not a bad module, and I don't regret using it; but I know that if I had thought it deeper, I wouldn't have chosen this particular module.

Yeah, I bought it and read through it and concluded much of what you said here. I can see people liking it who are looking for a light-hearted slasher flick type of adventure, but it did have a lot of senseless, unavoidable innocent deaths. That didn't appeal to me since I'm trying to make my group want to help their nation's population prosper.

Thanks for the feedback!


Tactlessly bumping my own thread in case anybody has any recommendations to add to the list above!

Grand Lodge

I know I've seen someone mention 'The Red Hand of Doom' (3.5). It is kind of long though.


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Cold Mountain & Horns of the Hunted.

These two were written by Legendary Games specifically to expand Kingmaker and mesh with it flawlessly. My players and I loved them.


My players have two sets of PCs: A mythic set who rule the kingdom, and a set of normal characters who adventure in the kingdom. So far, I've added Fangwood Keep and Masks of the Living God. My players' mythic characters are diving into a slightly gimmicked Realm of the Fellnight Queen right now.


Tybid wrote:
I know I've seen someone mention 'The Red Hand of Doom' (3.5). It is kind of long though.

If you find where someone mentioned it, please let me know. This list will become unmanageable if I listed a product every time one person used a module within Kingmaker. But if multiple people have mentioned it, I can hope that it synchronizes particularly well and I can include it.

You're right, in that it's pretty long. I wonder if the person whom you said used it replaced any major parts of KM, or if he/she slowed down the XP gain, or what. Thanks!


Weslocke wrote:

Cold Mountain & Horns of the Hunted.

These two were written by Legendary Games specifically to expand Kingmaker and mesh with it flawlessly. My players and I loved them.

Wow, I'm not sure how I never knew about these before, but thanks so much for letting me know about them! The product descriptions and reviews sound great. I'm definitely going to pick them up. I don't think it's too late to incorporate them. I'll add them to the list.


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I didn't know when I started this thread that Paizo had a cut-off time for editing your own posts, so I'll just have to keep reposting the list in this thread every time I update it. (And frustratingly, Paizo truncates the quote, so I have to reformat the second half of the list to be able to repost it.)

Format:
Level or level range -- module link (if it's 3.5 and/or a third party product) -- any relevant notes

1 - 10 -- Tales of the Old Margreve -- Contains eight adventures
1 -- TC1: Into the Haunted Forest (3.5)
2 -- D1: Crown of the Kobold King (3.5)
3 -- Masks of the Living God
4 -- Cold Mountain (3rd party) -- Designed for the Kingmaker Adventure Path
4 -- W2: River into Darkness (3.5) -- Module set in the jungle; needs conversion to forest
4 -- W3: Flight of the Red Raven (3.5)
5 -- D1.5: Revenge of the Kobold King (3.5)
5 -- Carnival of Tears (3.5)
5 -- Dark Oak (3rd party)
6 -- Horns of the Hunted (3rd party) -- Designed for the Kingmaker Adventure Path
6 -- W1: Conquest of Bloodsworn Vale (3.5)
7 -- Realm of the Fellnight Queen
7 - 9 -- RotR3: The Hook Mountain Massacre -- Chapter 3 of the Rise of the Runelords AP
8 -- J3: Crucible of Chaos (3.5)

Advice or additions to the list are welcome!


I would imagine there must be plenty of PFS scenarios which could be inserted into various points inside Kingmaker, and any MacGuffins could easily be tailored to fit the campaign. (Perhaps the players find the original coronet worn by Baron Sirian Aldori and can offer it to the Swordlords to seal their alliance with Restov.)

Just perusing the list of scenarios, one I would consider taking a closer look at is You Have What You Hold. The theme of someone hiring pirates to harass Society boats heading to Mendev could easily be reskinned to Pitax hiring pirates (possibly under the leadership of Dovan from Nisroch if he's still alive) to harass boats traveling between the PC's new kingdom and Mivon.

Lantern Lodge

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Feast of Ravenmoor is great for lower level (3) characters.

Its set in a village right next to a river in a forest/swampland area and can easily be fitted into any river hex in Kingmaker.


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Took a look, and here's a few other PFS scenarios that seem likely candidates:

#3-04 The Kortos Envoy - Replace Nashota Bloodhoof with Aecora Silverfire of the Nomen centaur tribe, and completion of her task cements an alliance between the PCs' kingdom and the centaurs. The terrain, monsters, etc all fit the area, and as a tier 7-11 scenario it's a perfect fit for book 3.

#4-05 The Sanos Abduction - Absolutely perfect for an excursion into the Narlmarches sometime during book 2, one possible option would be to replace Ignizi Dinnelletter with Old Beldame. Alternatively, you could place Ignizi's cottage in the same hex as the Narthropple Expedition, with the PCs possibly encountering the gnomes as they head further into the forest. The Skunk River fits the terrain types encountered in the scenario, and the creatures encountered are a perfect match.

#4-09 The Blakros Matrimony - Use this for a political marriage between two Brevic nobles, or perhaps even two 'nobles' of the River Kingdoms down in Mivon or somewhere similar, introducing some of the factions down there, with one of the villains perhaps representing Pitax.


Mackenzie Kavanaugh wrote:

Took a look, and here's a few other PFS scenarios that seem likely candidates:

#3-04 The Kortos Envoy - Replace Nashota Bloodhoof with Aecora Silverfire of the Nomen centaur tribe, and completion of her task cements an alliance between the PCs' kingdom and the centaurs. The terrain, monsters, etc all fit the area, and as a tier 7-11 scenario it's a perfect fit for book 3.

Got any more info on this one? My players will soon negotiate with the Nomen centaurs ... and this might give me some material.


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pennywit wrote:
Mackenzie Kavanaugh wrote:

Took a look, and here's a few other PFS scenarios that seem likely candidates:

#3-04 The Kortos Envoy - Replace Nashota Bloodhoof with Aecora Silverfire of the Nomen centaur tribe, and completion of her task cements an alliance between the PCs' kingdom and the centaurs. The terrain, monsters, etc all fit the area, and as a tier 7-11 scenario it's a perfect fit for book 3.

Got any more info on this one? My players will soon negotiate with the Nomen centaurs ... and this might give me some material.

It seemed to me that the scenario can be played almost exactly as written, with just a few name changes and changing the location around:

PFS #3-04 The Kortos Envoy:
Step One: Nashota Bloodhoof = Aecora Silverfire, and this takes place in the Dunsward and Tors of Levenies, not Absalom. Adjust her speech accordingly, as the PCs are likely negotiating an alliance rather than trying to get the leader to go fight in a tournament.

Step Two: Urso Landel should be a former Brevan soldier, fighting centaurs for the Swordlords the last time humans and centaurs came into conflict. If the PCs negotiate rather than fight, use this an an opportunity to show that the area has had generations of strife, and that the cycle of violence needs to be interrupted. Consider placing this encounter in the hex directly south of R. The Linnorm's Grave.

Step Three: Act 2 can be played pretty much just straight, except the towers should be cyclopean ruins from the time of Vordakai. Place these encounters in hex Z. Empty Dragon Lair.

Step Four: Place this in any of the unoccupied mountain hexes of the Tors of Levenies. Ironstone Gully might be an appropriate choice, as it's on the far side of the mountains, has rich iron deposits that justify a mine, etc.


Mackenzie Kavanaugh wrote:
I would imagine there must be plenty of PFS scenarios which could be inserted into various points inside Kingmaker, and any MacGuffins could easily be tailored to fit the campaign.

I agree. In fact, I would expand your statement to say that most adventures could be inserted into KM. This list is just to maintain a list of the adventures that are commonly accepted (as vague as that statement is) as being KM compatible. Too often I'll see people make statements like "I used module x for this part" and other people make similar statements for the same product, but unless you're already familiar with the product in question, it's hard to know if it's applicable to your campaign.


Has anybody used either of the Lizard Folk modules?

Shadow Lodge

The Harrowing

I had the PCs find all the Harrow Cards except for the Tyrant card in the aftermath of The Carnval of Tears (great mod and it works perfectly with KM).
Five Levels later (at the beginning of Blood for Blood) the two children of Oleg and Svetlana Leveton disappear and all that is left is the Tyrant card...

The PCs are thrust into the trap and have to get out again, after saving the children.

Why..?

Spoiler:

The BBEG through her influence on the mortals of the world used the time the PCs were trapped to instigate the Drelev attack on Tatzlford. By the time the PCs got back to the Stolen Lands, Taztlford was mostly destroyed and the castle besieged.

Very memorable and a worthy inclusion in the AP! :)


I posted some ideas about incorporating Carrion Hill into RRR over here, and still intend to run it when my players get that far: http://paizo.com/threads/rzs2r9mu?Carrion-Hill-Candlemere-spoilers


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I plan on smashing Candlemere with the asteroid from Second Darkness, then run Children of the Void. Clegg's party is going to be from Pitax in order to introduce some early competition with them.


I should have seen this thread earlier. My characters are already at level 15, so I can't really include those in the current campaign anymore...


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eakratz wrote:
I plan on smashing Candlemere with the asteroid from Second Darkness, then run Children of the Void. Clegg's party is going to be from Pitax in order to introduce some early competition with them.

Mmm, that's interesting. I think I should have a look at this module on mine next trip to the local game store...


I pretty much want to run it for a very specific encounter that is just plain awesome. I don't want to spoil it though ;)

I think that in the aftermath, I'll make it a resource hex for star metal that will have a limited lifespan. Noquol iirc.


I am indeed one who included Red Hand of Doom into my KM game. It truly fits in there rather seamlessly . . . In fact, many of my players still believe that it was part of the actual Kingmaker campaign! I run my game at slow XP progression, so it was a bit easier for me to incorporate it.

Spoiler:
In my campaign, Hargulka, from Book 2, was an advance Wyrmlord seeking to weaken the area before the main body came in. At that point, I pretty much threw them into the whole thing going into Book 3. While I didn't do it this way, it would be easy for someone to replace the Ghost Lord with Vhordekai (BBEG of Book 3), if they so desired.

Granted, due to the nature of the KM AP, there's a lot of playing around with the Red Hand mini-campaign, but it works beautiful if you have the time or inclination! My players loved it!


Great idea Sub-C. I was thinkin that Drellins Ferry could become Varnhold. And maybe the elves are replaced by the Nomen Centaurs. I haven't read thru it all yet so it might not work.. Half of my players have played thru VV with me so I plan on a lot of changes here and there. Especially for the NPCs we have grown to love.


James B. Cline wrote:

I was thinking about this a while back, I tend to do a lot of mashups. One of the best combinations I've thought of with Kingmaker is Rappan Athuk.

RA is lacking in plot, but its a 65 level megadungeon (character devourer!) with tens of entrances that would do really well in a somewhat barren wooded area. IMO it would make a beautiful combination, Kingmaker just needed more adventure sites, which RA is just about only adventure sites.

In a freeform game, why not offer an at will dungeon delve. When I ran KM I hadn't read RA yet so I just kind of was making my own stuff.

This sounds awesome! A megadungeon like that could even explain why the Stolen Lands are still so untamed. After all, with that large of a dungeon and that many entrances, you have to assume some of the beasties in the dungeon wander outside from time to time. The only real question is coming up with an explanation for its existence in the first place, though that should be easy enough for most of us.

On a side note: For those of you who have added extra adventures to your KM campaign, how have you handled XP? Obviously extra adventures means more XP. Did using the slow progression mitigate this enough? Or do you simply recommend doing away with XP and, as the GM, simply informing the PCs when they level up? I've been toying with the idea of just eliminating XP for a variety of reasons, so this seems like it would work, but would be curious to see what others have done.


Gargs454 wrote:
On a side note: For those of you who have added extra adventures to your KM campaign, how have you handled XP? Obviously extra adventures means more XP. Did using the slow progression mitigate this enough? Or do you simply recommend doing away with XP and, as the GM, simply informing the PCs when they level up? I've been toying with the idea of just eliminating XP for a variety of reasons, so this seems like it would work, but would be curious to see what others have done.

When I asked a similar question, doing away with XP was by far the most frequent answer. It makes sense since, to me, most of the "sandbox" encounters are just filler xp encounters. I'm trying to do away with the filler encounters (a great example is the trapdoor spider and even Tuskgutter in Book 1) and replace them with encounters that further the story, whether from the AP or from an added adventure (where I freely cut filler encounters from there, also).


That does make sense to me Andostre. There's no longer an XP cost for anything so there's no real downside from the GM standpoint. The only real issue I can see is that some players still like to track "progress". Of course, that can also lead to simply going out of their way to find something to kill which, as you say, doesn't really add much to the story.

Looking through KM, I think that doing away with XP really makes even more sense too because I have to imagine that by the time book 3 rolls around, players are going to be pretty tired of the Hex Crawl. This would be a good way to expedite that process without completely eliminating it.


I'm simply using the slow progression. It's pretty much done all I needed it to, and players have had more time to play with their current levels. My players do like to keep track of advancement, so eliminating XP would not be something they appreciate overly. I also like it because the chaos in level advancement can add some interesting depth to the campaign. They've fought things 4+ CR higher than them at times, and been able to slaughter things that would have been a challenge, except they had out-leveled it by the time they came back to it. That's almost like a reward in-and-of itself for them!

Additionally, my players pretty much stopped the vast majority of hex exploration after Book 2. Once they started getting into the ebb and flow of ruling a kingdom, they actually found that simple exploring no longer was something they had a lot of time for! They started hiring out that gnome troupe to do a lot of the exploring for them. That's really another thing that makes this AP so awesome: there are a ton of different ways it can be played, and none of them are wrong or boring. In some ways, I feel that if I were just giving them XP at "appropriate" times, it might have actually hindered the randomness of the sandbox.

Still, individual mileage will vary.


Yeah I learned the hard way that Kingmaker is not the game to throw a ton of extra events and encounters into if you're still using XP, and once this campaign is over we will not be using it for any future ones. It was a long hard road to convince me to do that, but it did the job.


Excellent points Sub-C. Certainly I think that the idea of doing away with XP is something that should be discussed with the group. I could certainly, for instance, see some players being suspicious of the GM if there was no XP, thinking that the GM is trying to railroad them into certain encounters based on how often that level-up comes (when in reality the GM is simply not ready to advance them beyond where they should be, but doesn't really care where they go).

How many extra modules/material have you run in your campaign? Obviously a lot will depend on amount of extra material and the nature of said extra material. For instance, while I said earlier the idea of the megadungeon in the Stolen Lands sounds awesome (and still think it does) I could see that causing issues with some of the players that I have played with over the years. The main issue being that a lot of my players do not like the idea of ever leaving a dungeon unless every single critter inside has either been freed or killed. Granted, there are things the GM can do to handle that, but that is a different issue.


Orthos wrote:
Yeah I learned the hard way that Kingmaker is not the game to throw a ton of extra events and encounters into if you're still using XP, and once this campaign is over we will not be using it for any future ones. It was a long hard road to convince me to do that, but it did the job.

I'd hate to disagree, but I have to! I've thrown two modules, a mini-campaign (Red Hand of Doom), and been creating my own Lovecraftian storyline throughout this campaign using the slow progression XP charts the whole way. My group has just now gotten to the point of starting the 5th book, and they're 5k away from 14th level.

Needless to say, I've added a ton of additional content (including a lot of political intrigue involving Mivon) to this campaign, while still using XP, and it's worked out perfectly in our run.

Again, individual mileage may vary.


Sub-Creator wrote:
Orthos wrote:
Yeah I learned the hard way that Kingmaker is not the game to throw a ton of extra events and encounters into if you're still using XP, and once this campaign is over we will not be using it for any future ones. It was a long hard road to convince me to do that, but it did the job.

I'd hate to disagree, but I have to! I've thrown two modules, a mini-campaign (Red Hand of Doom), and been creating my own Lovecraftian storyline throughout this campaign using the slow progression XP charts the whole way. My group has just now gotten to the point of starting the 5th book, and they're 5k away from 14th level.

Needless to say, I've added a ton of additional content (including a lot of political intrigue involving Mivon) to this campaign, while still using XP, and it's worked out perfectly in our run.

Again, individual mileage may vary.

Whereas I threw several sidequests into RRR, and by the time the players were done with it they were already level 10 or so, well ahead of where the books expected them to be.

If we'd been doing slow progression from the start it might have worked, but I/we didn't even think of XP being an issue until I realized how much stronger I'd need to make Hargulka - and, as a result, everything beyond him - to meet the challenge the players had suddenly become.


Like a lot of KM tables, my players now have two sets of PCs. Set 1 is rules the kingdom and confronts existential threats like barbarian warlords, ancient undead, and mime invasions. Set 2 comes into play when the kingdom needs some dirty work done or when my players get a hunkering for good old-fashioned exploration and dungeon crawling. Set 2 has most of the filler encounters and does most of the exploration.

For Set 1, I've amped up some of the kingdom-level threats into worthy challenges. Set 2 encounters a lot of the things that are more typical for adventurers.


Gargs454 wrote:
For instance, while I said earlier the idea of the megadungeon in the Stolen Lands sounds awesome (and still think it does) I could see that causing issues with some of the players that I have played with over the years. The main issue being that a lot of my players do not like the idea of ever leaving a dungeon unless every single critter inside has either been freed or killed. Granted, there are things the GM can do to handle that, but that is a different issue.

I think the group can definitely play a large part in determining this, absolutely. My players have been much more organic in their thinking in this campaign, as opposed to simply being a band of adventurers out to kill everything. Making them royalty has certainly had a change in mindset as to how they play this one, and it has been for the best, I assure you! They don't necessarily seek to "kill everything," for instance. They haven't always cleared entire dungeons just to say they have, but have gone in with purpose and, when achieving that purpose, sealed the place back up and made it next to impossible for anyone else to fine (as an example).

Basically, they haven't been XP sponges. Their mindsets have been far more focused on the mission of growing a kingdom and political intrigues. They do what they think is best for their kingdom. It's been a blast!


Sub-Creator wrote:


I think the group can definitely play a large part in determining this, absolutely. My players have been much more organic in their thinking in this campaign, as opposed to simply being a band of adventurers out to kill everything. Making them royalty has certainly had a change in mindset as to how they play this one, and it has been for the best, I assure you! They don't necessarily seek to "kill everything," for instance. They haven't always cleared entire dungeons just to say they have, but have gone in with purpose and, when achieving that purpose, sealed the place back up and made it next to impossible for anyone else to fine (as an example).

Basically, they haven't been XP sponges. Their mindsets have been far more focused on the mission of growing a kingdom and political intrigues. They do what they think is best for their kingdom. It's been a blast!

One of the things I love about Kingmaker, actually. My players have embraced the "We rule the kingdom" mentality as well. Right at the beginning of VV (even before the vanishing), my players had designs on Varnhold. And then ...

VV spoilers:

When Restov sent my players a note telling them to reach a peace treaty with the centaurs, my players responded by saying, "Yeah, but we want Maegar Varn to be our vassal!!"

My players have turned into aggressive and ambitious little buggers. But that's a good thing. They're not just trying to get gear and higher stats for their characters. They're trying to make their kingdom better, and they're behaving like actual nobility rather than kill-'em-all adventurers. Among other things, they free up settlement magic item slots by buying items ... and then gifting the items to their favorite NPCs, or even to foreign leaders!!!


How we're handling XP in my game is to have an XP cap on each module of the AP. The cap is set to the start of the next level after the module's stated range. For example, AP 31 is for levels 1-3, so the cap was the start of 4th level (9,000 XP on the Medium advancement track).

Within a given Kingmaker module (which can include additional material that I've created or elements from other modules) the players are on the Medium track, and are hungry for XP and level up normally. Once they hit the cap, they no longer earn XP while they're in that AP module. Since they're now one level above the expected level range for that AP (e.g. 4th for AP 31), they can mop up anything that they haven't dealt with yet with a bit more ease than they might have otherwise, giving them a sense of achievement.

It seems to be working for us.

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