Tervalis Confirmation III (Inactive)

Game Master JASON RODARTE

MAP I

Map 2

Chronicle

WW #1

Sheets

MINOTAUR MAP

MAP III


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M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Should be able to update later on today. My second unannounced evaluation came up yesterday at work and I had paperwork to fill out for it and came home, finished a final exam and went to bed.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

After a few more moments the man opens his eyes and asks
"Who are you strangers, what brings you to this holy place?"

Grand Lodge

Male Human Life Oracle (Dual Cursed) 1 | AC 15 T 10 FF 15 | HP 10/10 | F +2 R +0 W +1 | Init +0

Faustus pauses from his notetaking and moves up. "Greetings. We are Pathfinders, sent here by our mentor to explore the caves and discover why some gillmen were spotted coming into this cavern."

Faustus shows the paper in his hand, "As you can see, the carvings here in the cave are of interest to us. What can you tell us of this place?"

Diplomacy: 1d20 + 9 ⇒ (12) + 9 = 21


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Faustus go ahead and make a Perception Check

Perception DC 15:
The elderly gillman appears to be deaf. He reads your lips as you respond to his question

Grand Lodge

Male Human Life Oracle (Dual Cursed) 1 | AC 15 T 10 FF 15 | HP 10/10 | F +2 R +0 W +1 | Init +0

Perception: 1d20 - 1 ⇒ (12) - 1 = 11


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Will anyone else engage the gillman? If so please roll a perception check with the same DC

Grand Lodge

Halfling Rogue 1 | HP 10/10 | AC 17 : T 15 : FF 14 : CMD 12 AC 19 : T 17 : FF 14 : CMD 14 | F +2 : R +6 : W +2 | Init +4 | Perc +8 S.M. +6 | Mwk Dagger +6, 1d3-1+1d8 | St -1 Dx +4 Co +2 In +1 Wi +2 Ch +0 | Acrobatics +8, D.D. +10, E.A. +8, Kn (r) +2, Prof. +10, S.o.H. +8, Stealth +12, Swim +3
resources:
Adaptive Luck: 3/3, Wand of CLW 46/50
CONDITIONS: none

Morthak remains in the shadows, watching the interaction.

Not a face at all.

Grand Lodge

Male Human Life Oracle (Dual Cursed) 1 | AC 15 T 10 FF 15 | HP 10/10 | F +2 R +0 W +1 | Init +0

Anyone can assist. It's pretty much needed at level 1.

Grand Lodge

HP 15 l AC 17 (T 13/ FF 14) l F+1 R+6 W+3 l Ini +3 Perc +10 (+1 to find Traps)
spell save bonuses:
+2 vs. enchantments, +1 trait bonus vs. charm and compulsion spells or +2 if directed to break the law

Perception: 1d20 + 9 ⇒ (11) + 9 = 20

"You are down here why? A friend asked us to come and map this area."

Dark Archive

15/15 HP, AC:18 (22 Mage Armor) , T: 18, FF: 15 (19 Mage Armor), CMD:17 , F: 2, R: 4, W: 2, Init +6, Pereption +0, LG Ifrit Elemental Ray: +3 (1d6+1 x2 8/8)

"What are you doing here. Are there others here with you."

Diplo: 1d20 + 7 ⇒ (8) + 7 = 15


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

The gillman responds to the query I am on my pilgrimage. It is a custom for the gillmen to visit this place." I am Uori, and proper respects to this sacred site are well received.
These cave's waters are of significance to my people, as its calm and clarity represents what we aspire to. Clarity and peace.
Though these were once a site to the worship of the now dead god Aroden, god of humans."

Grand Lodge

male human slayer 2, HP 25/25, AC 20, T 12, FF 18, F +5, R +5, W+2, Init +4, Perc +6

Nice to meet you, Uori...I am Karlos. Well, that tells us why gillmen were seen going in here. We are only asking because our masters wanted us to find out, due to the curious appearance of gillmen here. We must document this and let the Society know this place holds meaning to the gillmen.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

The Gillman responds to Carlos, As I stated earlier, these caves are sacred to m people. I would mention though, I have not ventured further down these tunnels. Strange noises and a foul stench come from those tunnels. As such, I can share no knowledge of what lies beyond. Do you think that you could investigate it and clear out whatever it might be, if it is harmful?"

Grand Lodge

HP 15 l AC 17 (T 13/ FF 14) l F+1 R+6 W+3 l Ini +3 Perc +10 (+1 to find Traps)
spell save bonuses:
+2 vs. enchantments, +1 trait bonus vs. charm and compulsion spells or +2 if directed to break the law

Chorlo will look around the cave, careful not to step on anything or touch anything that looks important.

"As my friend said we are just here to map and report back. This may be beneficial to you as it will keep people away from your sacred site."

At the mention of more caves that hold peril.

"Would it benefit your people if we helped clearing out this site?"

Grand Lodge

male human slayer 2, HP 25/25, AC 20, T 12, FF 18, F +5, R +5, W+2, Init +4, Perc +6

We could do that for you, Uori...a safer place of worship would be nice...let's go, lads!

Grand Lodge

Halfling Rogue 1 | HP 10/10 | AC 17 : T 15 : FF 14 : CMD 12 AC 19 : T 17 : FF 14 : CMD 14 | F +2 : R +6 : W +2 | Init +4 | Perc +8 S.M. +6 | Mwk Dagger +6, 1d3-1+1d8 | St -1 Dx +4 Co +2 In +1 Wi +2 Ch +0 | Acrobatics +8, D.D. +10, E.A. +8, Kn (r) +2, Prof. +10, S.o.H. +8, Stealth +12, Swim +3
resources:
Adaptive Luck: 3/3, Wand of CLW 46/50
CONDITIONS: none

Morthak looks around, trying to figure out what deity the Gillman must be worshiping here.

knowledge (religion): 1d20 + 2 ⇒ (12) + 2 = 14

He then joins Karlos at the exit.

Grand Lodge

Male Dwarf (+2 Con, +2 Wis, -2 Cha) Dwarf LG HP:23 /23, AC: 20 , T: 10 , FF: 20 , CMB: +5, CMD: 16, Init: 1, Per: +3 Paladin (Stonelord) lvl 2 Fort: +6, Ref: +1, Will: +5 Dagger+5(1d4+3, 19-20x2), MW Lucerne Hammer +7(1d12+4, x2)

We done then? We will clear out this cave then, hey are any of your kin down there? He asks the Gilman before he leaves.

Dark Archive

15/15 HP, AC:18 (22 Mage Armor) , T: 18, FF: 15 (19 Mage Armor), CMD:17 , F: 2, R: 4, W: 2, Init +6, Pereption +0, LG Ifrit Elemental Ray: +3 (1d6+1 x2 8/8)

Tirf pulls out the wand of burning hands.

"Let us hope this will not be required."

Grand Lodge

Male Human Life Oracle (Dual Cursed) 1 | AC 15 T 10 FF 15 | HP 10/10 | F +2 R +0 W +1 | Init +0

"Thank you for letting us know about this cave's purpose. If there's nothing else you need from us, my companions and I will gladly explore the rest of the caves here and remove any unwelcome presence. Safe travels to you."

Faustus turns and joins the rest of the party as they go deeper into the caverns.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Let me set up the map tomorrow. Work was a pain today and I came home with a stomach ache or something.

Grand Lodge

Male Dwarf (+2 Con, +2 Wis, -2 Cha) Dwarf LG HP:23 /23, AC: 20 , T: 10 , FF: 20 , CMB: +5, CMD: 16, Init: 1, Per: +3 Paladin (Stonelord) lvl 2 Fort: +6, Ref: +1, Will: +5 Dagger+5(1d4+3, 19-20x2), MW Lucerne Hammer +7(1d12+4, x2)

Hey Tirf, you're a frog, can you speak fish? Or whatever it's called... Eddie asks with a bit of a snicker. Hey wait up I'll take point for a bit this time.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

The Gillman thanks you for your dedication to cleaning out the caverns.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

For some reason I am not able to copy and paste the text for this. I will try again tomorrow at work. Please put your characters on the map close to the entrance. I was able to get the map up though

Grand Lodge

Halfling Rogue 1 | HP 10/10 | AC 17 : T 15 : FF 14 : CMD 12 AC 19 : T 17 : FF 14 : CMD 14 | F +2 : R +6 : W +2 | Init +4 | Perc +8 S.M. +6 | Mwk Dagger +6, 1d3-1+1d8 | St -1 Dx +4 Co +2 In +1 Wi +2 Ch +0 | Acrobatics +8, D.D. +10, E.A. +8, Kn (r) +2, Prof. +10, S.o.H. +8, Stealth +12, Swim +3
resources:
Adaptive Luck: 3/3, Wand of CLW 46/50
CONDITIONS: none

I put all our icons on the page. I'm not sure where we are starting so I just put them off the map to the top right.

Grand Lodge

HP 15 l AC 17 (T 13/ FF 14) l F+1 R+6 W+3 l Ini +3 Perc +10 (+1 to find Traps)
spell save bonuses:
+2 vs. enchantments, +1 trait bonus vs. charm and compulsion spells or +2 if directed to break the law

Chorlo will cover douse his lantern for now, not wanting to draw attention to the party before they proceed down the cavern.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

As you leave the gillman and proceed into the caverns you come across a larger chamber. Out of the darkness you can hear the moaning of creatures as the moaning and movement of creatures, heavily, moves closer, Also there are other sounds as if bones were moving towards you


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

The stalagmites will act as cover


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Iniative
Chloro 1d20 + 3 ⇒ (11) + 3 = 14
Eddie 1d20 + 4 ⇒ (12) + 4 = 16
Faustus 1d20 ⇒ 14
Carlos 1d20 + 4 ⇒ (9) + 4 = 13
Morthark 1d20 + 5 ⇒ (16) + 5 = 21
Tirf 1d20 + 1 ⇒ (5) + 1 = 6

Skeletons #1 top 1d20 + 6 ⇒ (18) + 6 = 24
Skeelton #2 bottom 1d20 + 6 ⇒ (1) + 6 = 7

Zombie #! Top 1d20 ⇒ 2
Zombie #2 Bottom 1d20 ⇒ 18

ORDER
SKELETON #1
MORTHARK

ZOMBIE #2

EDDIE
CHLORO
FAUSTUS
CARLOS

SKELETON #1

TIRF
ZOMBIE #!

Grand Lodge

Halfling Rogue 1 | HP 10/10 | AC 17 : T 15 : FF 14 : CMD 12 AC 19 : T 17 : FF 14 : CMD 14 | F +2 : R +6 : W +2 | Init +4 | Perc +8 S.M. +6 | Mwk Dagger +6, 1d3-1+1d8 | St -1 Dx +4 Co +2 In +1 Wi +2 Ch +0 | Acrobatics +8, D.D. +10, E.A. +8, Kn (r) +2, Prof. +10, S.o.H. +8, Stealth +12, Swim +3
resources:
Adaptive Luck: 3/3, Wand of CLW 46/50
CONDITIONS: none
Chorlo Fasthands_ wrote:
Chorlo will cover douse his lantern for now, not wanting to draw attention to the party before they proceed down the cavern.

No light? I think Tirf is the only one with darkvision, and I'm not sure I want him in front.

IIRC Eddie was taking the lead. I put the rest of the icons on the map.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

I don't think anyone else has any special vision


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

The skeleton moves towards the party to attack the lead
1d20 + 2 ⇒ (15) + 2 = 17
1d4 + 2 ⇒ (2) + 2 = 4 Eddie

MORTHARK
ZOMBIE #2
EDDIE
CHLORO
FAUSTUS
CARLOS
SKELETON #1
TIRF
ZOMBIE #!

Grand Lodge

Halfling Rogue 1 | HP 10/10 | AC 17 : T 15 : FF 14 : CMD 12 AC 19 : T 17 : FF 14 : CMD 14 | F +2 : R +6 : W +2 | Init +4 | Perc +8 S.M. +6 | Mwk Dagger +6, 1d3-1+1d8 | St -1 Dx +4 Co +2 In +1 Wi +2 Ch +0 | Acrobatics +8, D.D. +10, E.A. +8, Kn (r) +2, Prof. +10, S.o.H. +8, Stealth +12, Swim +3
resources:
Adaptive Luck: 3/3, Wand of CLW 46/50
CONDITIONS: none

Relevant Knowledge Checks:
knowledge (religion) - skeleton: 1d20 + 2 ⇒ (10) + 2 = 12
knowledge (religion) - zombie: 1d20 + 2 ⇒ (8) + 2 = 10

Morthak (THERE IS ONLY ONE R IN MORTHAK!) tries to tumble through the skeleton's space. Then he thrusts with one of his daggers, trying to distract the skeleton.

acrobatics: 1d20 + 8 ⇒ (20) + 8 = 28

Aid Another (Eddie) +2 flank -4 fighting defensively: 1d20 + 5 + 2 - 4 ⇒ (10) + 5 + 2 - 4 = 13
Eddie now has +2 to hit the skeleton.

"Eddie! Take it now!"

Grand Lodge

HP 15 l AC 17 (T 13/ FF 14) l F+1 R+6 W+3 l Ini +3 Perc +10 (+1 to find Traps)
spell save bonuses:
+2 vs. enchantments, +1 trait bonus vs. charm and compulsion spells or +2 if directed to break the law

Sorry what I mean was kinda make it more like a bullseye lanter but I have what I put yes

Dark Archive

15/15 HP, AC:18 (22 Mage Armor) , T: 18, FF: 15 (19 Mage Armor), CMD:17 , F: 2, R: 4, W: 2, Init +6, Pereption +0, LG Ifrit Elemental Ray: +3 (1d6+1 x2 8/8)

How high are the ceilings in here

Tirf will immediatly climb the wall and shoot a telekinetic shot at the skeletin.

atk: 1d20 - 2 ⇒ (7) - 2 = 5

trying to climb and shoot did not prove well as his shot hits the wall behind the skeleton


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

TirF, I am looking at the adventure and there isnt much on that. I will say 15' high.

Dark Archive

15/15 HP, AC:18 (22 Mage Armor) , T: 18, FF: 15 (19 Mage Armor), CMD:17 , F: 2, R: 4, W: 2, Init +6, Pereption +0, LG Ifrit Elemental Ray: +3 (1d6+1 x2 8/8)

that's fine I am 20ft up on ceiling

-Posted with Wayfinder

Grand Lodge

Male Dwarf (+2 Con, +2 Wis, -2 Cha) Dwarf LG HP:23 /23, AC: 20 , T: 10 , FF: 20 , CMB: +5, CMD: 16, Init: 1, Per: +3 Paladin (Stonelord) lvl 2 Fort: +6, Ref: +1, Will: +5 Dagger+5(1d4+3, 19-20x2), MW Lucerne Hammer +7(1d12+4, x2)

I have low-light vision
Get off me minion of the dark!
Attack: 1d20 + 7 ⇒ (18) + 7 = 251d3 + 4 + 1d6 ⇒ (1) + 4 + (4) = 9

Grand Lodge

male human slayer 2, HP 25/25, AC 20, T 12, FF 18, F +5, R +5, W+2, Init +4, Perc +6

Going on assumption Eddie's attack drops the skeleton...if it doesnt i will attack the skelton.

Karlos rushes forward to close with the zombie on the left.

or

Karlos steps firward after shifting to his morningstar and swings at it.

attack: 1d20 + 5 + 1 ⇒ (17) + 5 + 1 = 231d8 + 4 + 1 ⇒ (1) + 4 + 1 = 6 gsing studied target as well


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Eddie what are you attacking with?


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Took a look, brass knuckles, there goes the skeleton.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Karlos, a zombie does go before you and it has moved up, will you be running through to the other zombie?


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Please make sure that you move your figures

Grand Lodge

male human slayer 2, HP 25/25, AC 20, T 12, FF 18, F +5, R +5, W+2, Init +4, Perc +6

I'll moce up to the closezt one...sorry...i goofed on the action...and i'm on my phone...cant move token

Grand Lodge

Halfling Rogue 1 | HP 10/10 | AC 17 : T 15 : FF 14 : CMD 12 AC 19 : T 17 : FF 14 : CMD 14 | F +2 : R +6 : W +2 | Init +4 | Perc +8 S.M. +6 | Mwk Dagger +6, 1d3-1+1d8 | St -1 Dx +4 Co +2 In +1 Wi +2 Ch +0 | Acrobatics +8, D.D. +10, E.A. +8, Kn (r) +2, Prof. +10, S.o.H. +8, Stealth +12, Swim +3
resources:
Adaptive Luck: 3/3, Wand of CLW 46/50
CONDITIONS: none

Right now Morthak is in the way. You can't tumble in medium armor, so the only attack you can make is at range. I'll try to get out of the way next round. There is a nasty bottleneck here.

Grand Lodge

male human slayer 2, HP 25/25, AC 20, T 12, FF 18, F +5, R +5, W+2, Init +4, Perc +6

i will aid your attack then if i can...if not your ac

aid: 1d20 + 5 ⇒ (6) + 5 = 11

Grand Lodge

Halfling Rogue 1 | HP 10/10 | AC 17 : T 15 : FF 14 : CMD 12 AC 19 : T 17 : FF 14 : CMD 14 | F +2 : R +6 : W +2 | Init +4 | Perc +8 S.M. +6 | Mwk Dagger +6, 1d3-1+1d8 | St -1 Dx +4 Co +2 In +1 Wi +2 Ch +0 | Acrobatics +8, D.D. +10, E.A. +8, Kn (r) +2, Prof. +10, S.o.H. +8, Stealth +12, Swim +3
resources:
Adaptive Luck: 3/3, Wand of CLW 46/50
CONDITIONS: none
Karlos Therinor wrote:
i will aid your attack then if i can...if not your ac

I don't think you can aid at range either, unless you are using a weapon with reach.

Grand Lodge

male human slayer 2, HP 25/25, AC 20, T 12, FF 18, F +5, R +5, W+2, Init +4, Perc +6

I forgot to move up to beside you...man, i'm slipping today.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Karlos, are you were you need to be on the map?

Grand Lodge

male human slayer 2, HP 25/25, AC 20, T 12, FF 18, F +5, R +5, W+2, Init +4, Perc +6

no...i forgot to ask someone to move me behind Morthak


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

MOVED.

Skeleton #1 moves up

TIRF
ZOMBIE #!

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