Hedgeknight's Godsmouth Heresy (Inactive)

Game Master hedgeknight

Great game in the beginning - nice group of players. Unfortunately, a couple went MIA and I had to close the game down before I wanted to. I was looking forward to a much longer game and eventually a campaign.


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Dark Archive

M Human Level 1 Cavalier

"I'm with the good Dr. She seems to be a natural leader, My leadership is best suited for the battlefield, down here though, my gut tells me to follow her."

Thorin steps out of the room and proceeds down the hallway, pausing only to wait for his companions.


Cole shrugs, "Yeah, sounds like a good plan. I just hope we can check that out eventually." He then takes his customary position at the rear of the group.


Lord Thorin wrote:

"I'm with the good Dr. She seems to be a natural leader, My leadership is best suited for the battlefield, down here though, my gut tells me to follow her."

Thorin steps out of the room and proceeds down the hallway, pausing only to wait for his companions.

Well, let's do it then!

Brankh works to assist the Doctor by holding the light and keeping the group together and in formation. Starting with the room at the end of the corridor....


Male Mountain man Woodsman/6

Group Post10: One Door At A Time...

Exiting the room with the lustful theme, you walk a few feet to the end of the corridor and begin checking doors in a systematic fashion. There are doors facing each other at the end of the corridor and Alanthian checks one while Catila (with Brankh's help) checks the other.
The door Alanthian is checking (on the right side of the hall) is locked tighter than a drum, having been constructed with some type of superior locking mechanism.
The door Catila is checking (on the left side of the hall) opens easily to reveal a room who's furnishings have all been destroyed beyond recognition, and ancient dried bloodstains still mar the floor and wall carvings. Catila looks around the room carefully and then smiles and points. Perception check: 1d20 + 6 ⇒ (20) + 6 = 26

"There is a door over there...don't you see it?"
She walks over to the door and points it out to Brankh...who after her consent, opens it to reveal a 5x5 room. Catila giggles and says, "These priests were tricky. There's another door right there," she says, pointing at the wall.

Actions?
Updated Map


Cole points at the hidden corridor "If those priests went to so much trouble to hide this passage, there must be something worth checking down there. Let's head down there."


Elf Rogue HP: 11/17 | AC 18 | T 14| FF 14 | CMB +2 | F +1| R +7 | W +0| Init +4 | Per +7(+8 Traps)

Alanthian nods at Cole, "I agree, I will check it out."
Alanthian moves ahead, checking the room for traps then checking the second secret door.

Perception in room:1d20 + 4 ⇒ (2) + 4 = 6 +1 for traps

Perception on Secret Door:1d20 + 4 ⇒ (18) + 4 = 22 +1 for traps


Female Gnome Bard (Detective)/ 5

With those kinda rolls DM you can roll for Catila any time ; )

As the somehow now sober Knight paid her the compliment Catila paused for a moment in surprise. 'Leader'? While she supposed with her intellect and people skills it made logical sense, it was just that the dimunitive dectective had simply never thought of herself in that light.

Putting aside the idea for the moment and concentrating on the tasks ahead Catila eagerly and curiously waited to see what was behind the second secret door.


Male Mountain man Woodsman/6

Alanthian checks the secret door thoroughly and finds no evidence of any traps - he does find the depressed stone near the top of the door that opens it.
The door swings open, grating on ages of dust and dirt underneath, and you find yourselves standing in the back of an alcove with several niches in the walls. The niches hold the remains of bodies long since turned to dust and scraps of rags in which they were buried. Beyond the alcove, the floating light reveals a hallway and another alcove across from it.
From around the corner, where you cannot yet see, those in front hear scraping noises and what sounds like the ratting of bones...

Actions?
Updated Map


Cole barks a quick warning to Alanthain, and the rogue feels the blessing of Iomedae, enhancing his reflexes.

Use Seize the Initiative (Su): Whenever you and your allies roll for initiative, you can grant one ally within 30 feet the ability to roll twice and take either result. This decision is made before results are revealed.


Elf Rogue HP: 11/17 | AC 18 | T 14| FF 14 | CMB +2 | F +1| R +7 | W +0| Init +4 | Per +7(+8 Traps)

Alanthian moves forward to investigate the sounds coming from around the corner.

Stealth:1d20 + 8 ⇒ (4) + 8 = 12

Dark Archive

M Human Level 1 Cavalier

Thorin moves up and takes his position at Alanthian's side, and readies himself for combat. His senses sharp, and his mind clear, he can't help but anticipate the bloodshed his club was about to cause.


Brankh shudders as if chilled and reaches behind.

He draws out a smooth, heavy timber with a knotted end- which had been tied to the outside of his pack. He puts down the longspear. With one hand on his holy symbol and the other holding the club he advances behind Thorin.


Female Human Paladin/Marshal: 5/1 HP: 30/62 AC: 23(26 Smite, 20 No Shield) T: 12(15) FF: 21(24) CMD: 21(F:19) F: +11 R: +8 W: +13 Perception: +6, Immune Disease, Fear (+4 morale 10 ft.)

Saoirse holds to the back of the group while Thorin and Alanthian check the secret door. Her eyes scanning out behind the group though she doesn't use her regular senses as much as her divine powers. Calling on her faith in Iomedae to reveal to her any truly evil presences around her.
A sense of nervous tension ripples through her mind as she hears Cole give a warning shout.

Wide area detect evil


Male Mountain man Woodsman/6

Group Post 11: Wrathful Guardians...

Alanthian and Thorin move forward cautiously, with Brankh on their heels. As the rogue and cavalier turn the corner of the alcove to look down the hallway, Saoirse gasps out a warning from Iomedae - "There's evil in this place!"
They see the source of such evil first hand as their light source reveals two skeletal warriors in the hallway. Each wears half-plate and various pieces of rotting clothing. The closest to them wields a ranseur while the one in back wields a longsword - both weapons do not look to have aged at all. Cold blue fire lights the eyes of the skeletal guardians...as they attack!

Initiative Rolls:
Alanthian 1d20 + 7 ⇒ (8) + 7 = 15
Brankh 1d20 + 2 ⇒ (9) + 2 = 11
Catila 1d20 + 4 ⇒ (6) + 4 = 10
Cole 1d20 + 3 ⇒ (13) + 3 = 16
Saoirse 1d20 + 3 ⇒ (18) + 3 = 21
Thorin 1d20 + 3 ⇒ (14) + 3 = 17
Skeletal Guards 1d20 + 5 ⇒ (5) + 5 = 10

Updated Map

Everyone is up! My poor skeletal warriors go last!!! :(
I am at a workshop today and will be able to check in throughout. ACTIONS!!!

Dark Archive

M Human Level 1 Cavalier

Thorin rears back his club and grits his teeth. prepared to meet battle for glory once more. He grips tightly to his club with both hands, and and swings for the heavens.

1d20 + 3 ⇒ (15) + 3 = 18

if hit:

1d10 + 3 ⇒ (5) + 3 = 8

hopefully I'm doing these rolls correctly, to hit with melee is bab +str? and dmg is weapon + str...still learning pathfinder rules so help me out here if I'm incorrect. I can't help but anticipate that perhaps a piece of armor and a longsword might be in my possession soon lol


Elf Rogue HP: 11/17 | AC 18 | T 14| FF 14 | CMB +2 | F +1| R +7 | W +0| Init +4 | Per +7(+8 Traps)

Alanthian moves to attempt a flanking position with Thorin, then attack with Glimmering.

Attack:1d20 + 6 ⇒ (9) + 6 = 15 +2 If Flanking

Damage: 1d10 + 3 ⇒ (6) + 3 = 9

I am sorry but I cant remember if a sneak attack is effective against skelitons in PF. If it is, use the damage below.

Sneak Attack:1d6 ⇒ 2


Never fear, boys! The Fire of Heaven protects us!

Brankh's hand clasps his holy symbol and begins to smoulder. Then he holds out his arm and a searing hot bolt of magical flame shoots out at the skeleton with the ranseur.

Fire Bolt!

Ranged touch attack. 1d20 + 1 ⇒ (4) + 1 = 5
damage. 1d6 + 1 ⇒ (6) + 1 = 7
Lord Thorin, add +1 to damage if you are wielding the club with two hands (half of the strength modifier - rounded down)
Brankh still has a move action.

Brankh swears loudly in Orcish after firing the shot.


Male Mountain man Woodsman/6
Cole Keegan wrote:

Cole barks a quick warning to Alanthain, and the rogue feels the blessing of Iomedae, enhancing his reflexes.

Use Seize the Initiative (Su): Whenever you and your allies roll for initiative, you can grant one ally within 30 feet the ability to roll twice and take either result. This decision is made before results are revealed.

Alanthian's second roll: 1d20 + 7 ⇒ (3) + 7 = 10

I guess he'll use the first roll.

Need a confirmation > from looking at the map, is it even possible for Saoirse or Cole to move into combat? The passages are only 5' wide and are already occupied. If not possible, I will go ahead with the combat with the three characters up front. Just wanted some confirmation before I did that since Saoirse has the highest initiative roll.


hedgeknight wrote:
Cole Keegan wrote:


Need a confirmation > from looking at the map, is it even possible for Saoirse or Cole to move into combat? The passages are only 5' wide and are already occupied. If not possible, I will go ahead with the combat with the three characters up front. Just wanted some confirmation before I did that since Saoirse has the highest initiative roll.

From the PFSRD.

Moving through a square:

You can move through a square occupied by a friendly character, unless you are charging. When you move through a square occupied by a friendly character, that character doesn't provide you with cover.


Male Mountain man Woodsman/6

Thanks Brankh! I found it just a few minutes ago on page 193 of the Core Rulebook too. I will wait on Saoirse and Cole and Catila. If they haven't posted by later tonight then I'll post for them.


Cole alreay used his standard action for the Seize the Initiative ability, so he will move up 20', just to the intersection.


Female Human Paladin/Marshal: 5/1 HP: 30/62 AC: 23(26 Smite, 20 No Shield) T: 12(15) FF: 21(24) CMD: 21(F:19) F: +11 R: +8 W: +13 Perception: +6, Immune Disease, Fear (+4 morale 10 ft.)

Saoirse will hold her position at the back of the group, trusting in the two front men to handle the skeletons. Don't want us to get flanked after all.


Male Mountain man Woodsman/6

*Edit based on Saoirse's post!

Thorin steps up, and Alanthian moves to flank. The cavalier rears back his club and grits his teeth. prepared to meet battle for glory once more. He grips tightly to his club with both hands, and swings for the heavens...crushing the skeletal warrior in the chest! You forgot to add +1 for Catila's blessing. Several bones dislodge and fall to the floor, but the creature still stands.
Then Alanthian's sword dances along its ribs, doing minimal damage, and the evil warrior staggers but doesn't fall.

Never fear, boys! The Fire of Heaven protects us!
Brankh's hand clasps his holy symbol and begins to smoulder. Then he holds out his arm and a searing hot bolt of magical flame shoots out at the skeleton with the ranseur. But Cole jostles him, throwing his aim high and the bolt smashes into the stone of the crypt.
Brankh swears loudly in Orcish and Cole shrugs apologetically...as the skeletal warriors fight back!

The skeletal warrior with the ranseur swipes the weapon downward, opening up a mortal wound on Thorin's chest!
Ranseur attack: 1d20 + 7 ⇒ (1) + 7 = 8
Ranseur damage: 2d4 + 4 ⇒ (3, 3) + 4 = 10

The other skeletal warrior moves in swiftly on Alanthian's flank, cutting a bloody furrow in the rogue's back with its sword!
Longsword attack: 1d20 + 7 ⇒ (12) + 7 = 19
Longsword damage: 1d8 + 3 ⇒ (6) + 3 = 9

Saoirse, Thorin, Cole, Alanthian, and Brankh are up! If Catila shows up, please post her actions at the end of the round and I'll work 'em in the next post.

Updated Map

Current Stats:
Alanthian Darlok – HP 10/1; AC 16; Init +6
Brankh – HP 9; AC 15; Init +1
Dr. Catila Eyesquint: HP – 8; AC 18; Init: +3
Cole Keegan - HP 11; AC 17; Init +2
Saoirse Palelight – HP 11; AC 17; Init +2
Thorin – HP 11/1; AC 12; Init +0


HK, I see the attack roll against Thorin was a 1, which should have missed. Let me know if the attack actually missed, as it will affect Cole's action.


Male Mountain man Woodsman/6
Cole Keegan wrote:
HK, I see the attack roll against Thorin was a 1, which should have missed. Let me know if the attack actually missed, as it will affect Cole's action.

Yowza! I could have swore it was "18" and not "8" - yes, definitely a miss. Here are the edited results. Thanks Cole!

Edited from above:

The skeletal warrior with the ranseur swipes the weapon downward, but Thorin easily evades the attack.
Ranseur attack: 1d20 + 7 ⇒ (1) + 7 = 8
Ranseur damage: 2d4 + 4 ⇒ (3, 3) + 4 = 10

Current Stats:
Alanthian Darlok – HP 10/1; AC 16; Init +6
Brankh – HP 9; AC 15; Init +1
Dr. Catila Eyesquint: HP – 8; AC 18; Init: +3
Cole Keegan - HP 11; AC 17; Init +2
Saoirse Palelight – HP 11; AC 17; Init +2
Thorin – HP 11/11; AC 12; Init +0

Dark Archive

M Human Level 1 Cavalier

thanks cole, i just almost pissed myself...still got dibs on that armor and longsword, try not to beat it up too bad guys hehe


hedgeknight wrote:
Yowza! I could have swore it was "18" and not "8" - yes, definitely a miss. Here are the edited results. Thanks Cole!

Sweet, ok here is Cole's action:

Cole Steps into the fray, swinging his sword at the Skeletal warrior SG1
Attack Longsword 1d20 + 2 ⇒ (4) + 2 = 6
Damage 1d8 + 2 ⇒ (3) + 2 = 5

Dark Archive

M Human Level 1 Cavalier

Brankh, I just read this on the paizo site, here:

http://paizo.com/pathfinderRPG/prd/combat.html

"Wielding a Weapon Two-Handed: When you deal damage with a weapon that you are wielding two-handed, you add 1-1/2 times your Strength bonus (Strength penalties are not multiplied). You don't get this higher Strength bonus, however, when using a light weapon with two hands."

I am using it two handed, as it is a Greatclub so wouldn't my bonus damage be 4? meaning that if a modified 18 (which I rolled), was a hit I scored 9 damage instead of the eight I posted. is this correct? I'm confused. :0


That's right. If Thorin wields a medium weight weapon with one hand - he does +3 damage on top of the roll (+3 St). With two hands he gets an additional +1 (=1/2 of the St bonus: rounded down). Total = +4.
Thus:
Great club damage (2-handed) 1d10 +4 = (5)+4 = 9

Dark Archive

M Human Level 1 Cavalier

thanks for saying something to begin with, because if you hadn't I wouldn't have looked it up and found out I was wrong in the first place


Elf Rogue HP: 11/17 | AC 18 | T 14| FF 14 | CMB +2 | F +1| R +7 | W +0| Init +4 | Per +7(+8 Traps)

RD 2
AC:16
HP: 1/10
Status: Whooped.

Alanthian withdraws from combat, backing down the hall and pulling his short bow.


Brankh sees Alanthian pulling away.

He swears under his breath for a moment. Realizing that the rogue is backing into an alcove has no time to pull out his potion....and seeing the blood pooling on the floor at his feet - he has little choice - he calls out to his Goddess for mercy. Clutching his symbol a flash of heat fills the corridor....like the warmth of the sun on the skin on a cold day...the warmth which coaxes out the flowers in spring and draws the bear from his lair to seek food. Ahhhhh!

Channel positive healing energy 30' radius.
1d6 ⇒ 6
Brankh feels it too...now restored to full HP. Alanthian should be up at 7 now. That felt good!

Defend yourself well, Alanthian...until we can assist you!

According to the map Alanthian is surrounded and must retreat into one of the niches. Can Brankh toss the club to his friend as a free action? Drawing the bow will provoke an AoO from two sides! Alanthian is better off using the blade to parry their attacks, no? See:Total Defense


Elf Rogue HP: 11/17 | AC 18 | T 14| FF 14 | CMB +2 | F +1| R +7 | W +0| Init +4 | Per +7(+8 Traps)

Thought I could withdraw down the hall behind everyone if not I will go full defense and Combat Expertise

With both AC will be 19. -5 to attack
So if i have to stay in range of Skels...

RD 2
AC:19
HP: 1/10
Status: Full Defense + Combat Expertise

Attack: 1d20 + 1 ⇒ (5) + 1 = 6


Alanthian Darlok wrote:

Thought I could withdraw down the hall behind everyone if not I will go full defense and Combat Expertise

With both AC will be 19. -5 to attack
So if i have to stay in range of Skels...

RD 2
AC:19
HP: 1/10
Status: Full Defense + Combat Expertise

Attack: 1d20+1

Full Def+CE. Nice Tactic. Don't forget...he's now at 7HP! That was a lovely 6 roll, eh?


Elf Rogue HP: 11/17 | AC 18 | T 14| FF 14 | CMB +2 | F +1| R +7 | W +0| Init +4 | Per +7(+8 Traps)

Yes it was a buetiful roll, unforunitly you go after me in init so the HP don't help during my actions. Luckily I may survive now, thanks my Half orc friend!


Actually. It only looks like your stuck because of the map graphics. If youthink about it, you could slip back behind the others. I still think that the bow draw would provoke an AoO from the polearm. Anyway....with Alanthian in niche we can start flanking the bastards


Elf Rogue HP: 11/17 | AC 18 | T 14| FF 14 | CMB +2 | F +1| R +7 | W +0| Init +4 | Per +7(+8 Traps)

Im good with that, my withdraw action was becuase I dint have away to heal my self, the withdraw was going to end at my normal movement or less and then end with my bow being drawn as a standard action. Since I will end up being healed, staying is now the option to keep with flank.


Elf Rogue HP: 11/17 | AC 18 | T 14| FF 14 | CMB +2 | F +1| R +7 | W +0| Init +4 | Per +7(+8 Traps)

Brankh, dont forget the positive energy should harm the undead too, sv for half.


Brankh's channeling powers affect either the living or the undead. Not both at the same time. I have to choose, unfortunately. I think Brankh might have success using channel as a weapon because his Channeling DC is high at 17. But Alanthian was just about finished...and Brankh had to get a boost in....or it could have been trouble....even with Cole there to channel as well.


Brankh is correct. Cole only has 2 channels per day, one of the disadvantages of the 9 CHA he is packing, and he already used one for his Channel Smite. So don't look for Cole to channel unless things are really dire.


Elf Rogue HP: 11/17 | AC 18 | T 14| FF 14 | CMB +2 | F +1| R +7 | W +0| Init +4 | Per +7(+8 Traps)

Bah! Ok.


Male Mountain man Woodsman/6

To keep the game moving along...

Seeing that the skeletal warrior is badly injured, Thorin goes for the kill, swinging the club with a loud grunt. The head of his club strikes the skeleton square of the chin, turns its skull completely around and the undead creature falls in a jumble of bones and armor.
Club attack: 1d20 + 4 ⇒ (16) + 4 = 20
Club damage: 1d10 + 4 ⇒ (1) + 4 = 5

As Alanthian begins to pull back, stepping into an alcove for protection, Cole steps into the fray, as the skeleton falls, attacking its companion, but missing.
Brankh sees the dire situation Alanthian is in and calls upon his goddess for aid. Clutching his symbol a flash of heat fills the corridor....like the warmth of the sun on the skin on a cold day...the warmth which coaxes out the flowers in spring and draws the bear from his lair to seek food. The healing power washes over Alanthian, Cole, and Thorin, giving each one a sense of well-being.
Alanthian healed 7 pts

Catila moves into the hallway, sling in hand, but realizes she can't get a clear shot at the skeletal warrior. She sees the creature beset by Cole and Thorin, and calls out a warning as it lunges toward the cavalier. Thorin's reflexes are quick, however, and he deflects the bloodied blade of the creature.
Longsword attack: 1d20 + 7 ⇒ (5) + 7 = 12
[ooc]Longsword damage: 1d8 + 3 ⇒ (4) + 3 = 7

ACTIONS!
Updated Map!

Initiative Order:
Saoirse, Thorin, Cole, Alanthian, Brankh, Catila, Skeletons

Current Stats:
Alanthian Darlok – HP 10/7; AC 16; Init +6
Brankh – HP 9; AC 15; Init +1
Dr. Catila Eyesquint: HP – 8; AC 18; Init: +3
Cole Keegan - HP 11; AC 17; Init +2
Saoirse Palelight – HP 11; AC 17; Init +2
Thorin – HP 11/11; AC 12; Init +0


Elf Rogue HP: 11/17 | AC 18 | T 14| FF 14 | CMB +2 | F +1| R +7 | W +0| Init +4 | Per +7(+8 Traps)

RD3
AC:17
HP: 7/10
Status: Combat Expertise

Attack: 1d20 + 5 ⇒ (17) + 5 = 22

Damage:1d10 + 3 ⇒ (9) + 3 = 12

After being healed by Brankh, Alanthian once more enters the fray.


Cole once again hacks into the skeleton, knowing his blows would not be effective as Thorin's club, but hoping to draw its attacks to himself.

Attack Longsword 1d20 + 2 ⇒ (15) + 2 = 17
Damage 1d8 + 2 ⇒ (4) + 2 = 6


"Surround the cursed, black thing! You are bright warriors. It is no match for you!"

Brankh's hand is on the holy symbol, which hangs around his neck. His other hand on the club. He watches the battle unfold, waiting to step in and take action when needed.

Holding initiative until his teammates have acted.


Male Mountain man Woodsman/6

Encouraged by Brankh's words, Thorin rears back and slams the skeletal warrior with a mighty blow from his club!
Club attack: 1d20 + 4 ⇒ (16) + 4 = 20
Club damage: 1d10 + 4 ⇒ (5) + 4 = 9

The skeleton staggers under the blow, but raises its sword in response...but instead gets hit hard by Cole, and then Alanthian follows up with a devastating blow to its spine. Bone fragments fly from its skeletal frame as it drops its longsword and the cold blue fire in its eyes winks out. With a crash, it tumbles to the floor in a heap.

All is quiet once again in the crypts of the ossuary...

Nice work, folks! Thorin, I hope you don't mind me rolling for you to advance the game along. These were skeletal champions - pretty tough and they gain each character 200 xp!

Dark Archive

M Human Level 1 Cavalier

No Hedge, I don't mind, I woulda been along to do my action around this time anyway tho. It's saturday night and I'm a tattoo artist, so I had to work a little later than on the weeknights. As long as your rolls are hits, Ill count them as my actions. Misses on the other hand, well...hehe

Thorin steps forward and inspects the creatures, trying to see what armor he can salvage for himself, and picking up one of the longswords. He looks around at his companions thoughtfully, "if nobody minds, I feel a little...undergeared for this excursion."

After gathering what he can use, Thorin goes back for Saoirse.

"The way ahead is clear, Saoirse, you can tighten up the flank now"

He then returns back to the scene of the fight, and begins to re-arm.
After fitting the pieces of armor to his body, and sorting through his gear, Thorin pauses and takes a long look at his wineskin...

Hedge, if you can figure out how much armor these pieces I salvage can give me Ill amend my sheet with it. That is, if there is anything worth using after these barbarians were done playing ping pong with them lol


Male Mountain man Woodsman/6
Lord Thorin wrote:
Hedge, if you can figure out how much armor these pieces I salvage can give me Ill amend my sheet with it. That is, if there is anything worth using after these barbarians were done playing ping pong with them lol

You are able to salvage some very nice half-plate armor and either longsword of exceptional quality or a ranseur of exceptional quality. Your choice. And glad you liked the rolls! I knew you were working late on a Saturday.


Female Gnome Bard (Detective)/ 5

Suitably impressed with the martial skill of her comrades Catila moves forward through the bigger folk and gives each a companionable pat on their backs.

As she reaches the destroyed skeletons she bends to curiously examine and search them and, upon noticing the quality of the weapons, sings a little cantrip to determine if they, or anything else nearby, exibit a magical aura.

While her spell is active she continues her search into the corridor ahead of her.

Perception:1d20 + 7 ⇒ (7) + 7 = 14
Great job folks! Nice fight : )


Cole keeps an eye on the corridor ahead as the halfling detecctive explores the area further. He watches Lord Thorin change into his newly found armor, only commenting at the very end "Nice fiiting armor." As Thorin looks at his wineskin, he stares pointedly at the cavalier. "Thirsty?"

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