Wicked? Really? (Inactive)

Game Master Aku Warashi

Dramatis Personae; Loot Log; map;

Party Health
Agrippa--------33/33
Eldred----------44/51
Johan-----------32/50
Sidious---------20/41


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Human Hero Killer1 / Holy Assassin1 / Deceiver2

Eldred, you already acted for this round. I need only Damien action to end the round.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Count it for next round. I assumed that with the snakes strikes the round was over and we were now in a new round


Male Human Witch 3 | HP 22/22 | AC 13 ( T13 / FF10 ) | CMB +1; CMD 14 | Saves Fort +2, Ref +5, Will +2 | Initiative +9, Perception -1, Sense Motive -1, Bluff +7 | Magic

Er... Don't I get to act between their two sets of attacks? I mean, you posted them attacking me at 2 am, and just seven hours later, while I've been sleeping or at work the whole time, bot me doing nothing and have them attacking me again? That seems a little... unfair.

I understand not wanting to stall the game, but this is, for lack of a better term, kind of unfair. I'm in EST time and can only post in the evenings. If this is an issue and I'm going to be getting skipped on in combat like this all the time, let me know so I can drop out right now rather than wasting both my time and yours.

Last round, or this round if you absolutely insist on not retconning. If you take this for last round, I'd rather see the new positions before I post this round's actions.

"Ugh. Blasted pile of scrap!" Damien growls under his breath, stepping away from one of the snakes. "Get off of me!"

Still snickering, Damien drops his crossbow and draws his quarterstaff, hoping to defend himself better.

Extend both misfortunes by another round


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Round Four Recap:

Johan Atks again and again he hits. Link
Malgrim atks but he miss. Link
Both snakes atk Damien, one hits. Link
Damien Drop his Crosbow, pick up his staff and cackles. Link
Eldred atks but misses. Link

The Nine Lessons.

Round 5-

Ordered Initiative-

Johan:= 20
Malgrin:= 17
M Snake S:= 16
M Snake N:= 15
Damien:= 13
Eldred:= 9

Active Effects-

Misfortune(1) Snake N
Misfortune(2) Snake S
Damien 2 dex Drain.

Map-

Link

Notes-

Don't forget that the snakes act after Johan and Malgrim but before Eldred and Damien.

Action-

Eldred atks but miss the target; Link

I need Johan and Malgrim actions, then the snakes will act (the one not injuried will atk Damien, the other will atk Johan) then Damien action (and I'll need a Fort DC 13 to end the poison).


Male Hobgoblin Cavalier 1 (Fell Rider)

I never got moved last round, moved myself for this action.

Malgrim stepped in to flank with the beleaguered Damien and lashed out once again with his hardened fists and feet at the metal snake. Asmodeus himself seemed to guide his blow; it surely was the most perfectly executed unarmed strike that any Hobgoblin had ever brought to bear against a metal snake!

Attack (Power Attack, Flank, Crit Threat!): 1d20 + 6 + 2 - 1 ⇒ (20) + 6 + 2 - 1 = 27
Attack (Power Attack, Flank, Crit Confirm!): 1d20 + 6 + 2 - 1 ⇒ (20) + 6 + 2 - 1 = 27
Damage: 2d6 + 2 + 4 ⇒ (2, 3) + 2 + 4 = 11

6 damage after DR.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

I'll wait for Johan, because he may destroy the snake before you, in that case I'll change your attack to the other snake.


Male Hobgoblin Cavalier 1 (Fell Rider)

No prob.


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

Nope, my plan was always to start focusing on the snake behind Damien and let Malgrim and Eldred attack the other one they were already adjacent to. Though I am having trouble keeping track of which is which.

Johan pivots and strikes out at the snake coiled behind the still laughing Damien, trusting Eldred and Malgrim to contain the one to his right. When did I start trusting a hobgoblin to cover my back in a fight? a detached part of his mind wondered. Another part wondered how Damien was still laughing despite the multiplying puncture wounds across his body. He didn't pretend to understand the man's strange gifts, but there was no denying that that unsettling cackle of his was having an odd effect on their foes.

Longspear: 1d20 + 6 + 1 + 1 ⇒ (20) + 6 + 1 + 1 = 28
Crit Confirm: 1d20 + 6 + 1 + 1 ⇒ (4) + 6 + 1 + 1 = 12
Damage: 1d8 + 8 + 1 ⇒ (6) + 8 + 1 = 15


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Johan hits a powerful blow, and Malgrim with a unmatched precision finish off one of the snakes.

The last snake will move to get into melee with Johan (5ft) and atk him twince.

Snake South

Attack 1:
Atk: 1d20 + 5 ⇒ (1) + 5 = 6
Atk: 1d20 + 5 ⇒ (19) + 5 = 24
Dmg: 1d6 + 2 ⇒ (2) + 2 = 4

Attack 2:
Atk: 1d20 + 5 ⇒ (6) + 5 = 11
Atk: 1d20 + 5 ⇒ (18) + 5 = 23
Dmg: 1d6 + 2 ⇒ (1) + 2 = 3

But both attacks miss.

I need Damien Action now to finish the round.


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

The snake south's movement should provoke AoOs from both Johan and Damien yes?

AoO: 1d20 + 6 + 1 + 1 ⇒ (8) + 6 + 1 + 1 = 16
damage: 1d8 + 8 + 1 ⇒ (7) + 8 + 1 = 16

and I'm back to rolling 8s...sigh


Male Human Witch 3 | HP 22/22 | AC 13 ( T13 / FF10 ) | CMB +1; CMD 14 | Saves Fort +2, Ref +5, Will +2 | Initiative +9, Perception -1, Sense Motive -1, Bluff +7 | Magic

It took a five foot step.

"Ah! Good times, good times. It's like being back at the gambling den." Damien laughs, callously disregarding the two sets of puncture wounds marking his arms and the toxins coursing through his veins.

Cackle.

Thinking it isn't worth wasting a spell on just the one snake, Damien steps into a flanking position with Johan and takes a swing at the snake, seeking to distract it and give Johan an easier shot at it.

Quarterstaff Flanking Aid Another: 1d20 + 4 ⇒ (19) + 4 = 23

Enjoy your +4 to hit, J.


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

oh yeah...oops


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Round Five Recap:
Johan attacks and hit again. Link
Malgrim, blessed by the Fallen one, hit and destroy one of the snakes. Link
The last remaining snake try to bite Johan but miss. Link
Damien took a 5ft step and is helping Johan to hit. Link
Eldred Attacked with his sword but missed again. Link

The Nine Lessons.

Round 6-

Ordered Initiative-

Johan:= 20
Malgrin:= 17
M Snake S:= 16
M Snake N:= 15
Damien:= 13
Eldred:= 9

Active Effects-

Misfortune(1) Snake N
Misfortune(2) Snake S
Damien 2 dex Drain.

Map-

Link

Notes-

Don't forget that the snakes act after Johan and Malgrim but before Eldred and Damien.

Action-

Post your actions.


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

Right, totally ok with you using my "in error" AoO roll for round 6 if you think that's fairest. If I get a fresh roll though, here it is...

Longspear: 1d20 + 6 + 1 + 1 + 4 ⇒ (14) + 6 + 1 + 1 + 4 = 26
Damage: 1d8 + 8 + 1 ⇒ (1) + 8 + 1 = 10


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Eldred attacks again (in his turn).

Attack 1d20 + 6 ⇒ (2) + 6 = 8
Damage 1d8 + 4 ⇒ (7) + 4 = 11


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Johan, it's okay to use your last roll. I'll need to chance your action a bit, you can't attack from where you are with a reach weapon. I'll consider you droped the lance and got your heavy mace, holding it with both hands you do the same damage.

After droping his lance, Johan gets his heavy mace and with a strong blow hit the snake once more. It is badly damaged, but is still functioning.


Male Hobgoblin Cavalier 1 (Fell Rider)

Exultant at his surge of success, Malgrim moves to slay the other snake; which mocks his efforts by almost casually dodging his next strike.

Attack: 1d20 + 6 - 1 ⇒ (3) + 6 - 1 = 8


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Malgrim misses his attack.

DM:

Random Player:
1 –Damien
2-Johan
1d2 ⇒ 2

The snake will attack Johan again.

Attack 1:
Atk: 1d20 + 5 ⇒ (2) + 5 = 7
Atk: 1d20 + 5 ⇒ (6) + 5 = 11
Dmg: 1d6 + 2 ⇒ (3) + 2 = 5

Attack 2:
Atk: 1d20 + 5 ⇒ (19) + 5 = 24
Atk: 1d20 + 5 ⇒ (8) + 5 = 13
Dmg: 1d6 + 2 ⇒ (3) + 2 = 5

But is miss both attacks.

Damien and Eldred now.
Damien, you need do your fort save from last round (DC 13), if you fail, you need to do another one this round (DC13), if you do not roll your saves, I'll do it for you.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

My roll is above


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Sorry, I saw that earlier, but forgot about it when updating the battle.


Male Human Witch 3 | HP 22/22 | AC 13 ( T13 / FF10 ) | CMB +1; CMD 14 | Saves Fort +2, Ref +5, Will +2 | Initiative +9, Perception -1, Sense Motive -1, Bluff +7 | Magic

Sorry, gotta leave in a hurry. Feel free to roll my saves and another aid another attack.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Damien actions:

Fort: 1d20 + 2 ⇒ (6) + 2 = 8 x DC 13

Dex Damg: 1d2 ⇒ 1

Fort: 1d20 + 2 ⇒ (15) + 2 = 17 x DC 13

"This little poison? It's nothing like the gambling den!" says Damien then he cackle!

Aid Other Atk Johan: 1d20 + 4 ⇒ (19) + 4 = 23

The Nine Lessons.

Round 7-

Ordered Initiative-

Johan:= 20
Malgrin:= 17
M Snake S:= 16
M Snake N:= 15
Damien:= 13
Eldred:= 9

Active Effects-

Misfortune(1) Snake N
Misfortune(2) Snake S
Damien 3 dex Drain.

Map-

Link

Notes-

Don't forget that the snakes act after Johan and Malgrim but before Eldred and Damien.

Action-

Post your actions.


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

Johan's spear clatters to the ground as he falls back to more familiar tactics. He hefts his mace in both hands and tries to smash the last squirming metal contraption into bits.

Heavy Mace: 1d20 + 6 + 1 + 1 + 4 ⇒ (18) + 6 + 1 + 1 + 4 = 30
Damage: 1d8 + 8 + 1 ⇒ (1) + 8 + 1 = 10

Divine favour runs out end of rnd 9


Human Hero Killer1 / Holy Assassin1 / Deceiver2

The snake falls to the ground smashed by Johan powerful attack.

Congratz, the battle is won![ooc]

[ooc]More information anyone how beats a DC 15 Appraise.

==//==

Eldred search the room and find nothing more than the door, leading in a short corridor to another wooden door.
“Suffer not the fool. Stupidity is our faith’s cardinal sin.” is this door inscription.

The door is unloked and untrapped.

Beyond is a square chamber with a podium in its center. The chamber is lit only by a hanging oil lantern.

Upon the podium lies a pendant of silver -- a dragon with sapphire eyes.

There is also a stairway leading up to the east.


Male Hobgoblin Cavalier 1 (Fell Rider)

Appraise: 1d20 + 2 ⇒ (12) + 2 = 14


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Eldred gives the podium wide berth.

Most likely trapped, he says simply and then examines the stairs carefully, looking for traps.

A fool will either grab the necklace or run up these stairs... there may be a hidden way.


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

Appraise (untrained): 1d20 - 1 ⇒ (4) - 1 = 3

Johan gives the last snake a kick with his boot for good measure, retrieves his discarded weapons, then follows the others into the next room.

He reads the inscription and sees the pendant sitting there. His brow furrows as he remembers the Cardinal's words:

Cardinal Thorn said: wrote:
"There you will find nine chambers each more dangerous than the last. Somewhere hidden within these chambers is a pendant of silver and sapphire. Recover the pendant and bring it to me. Let nothing and no one stand in your way.”

That can't be it, can it he says to his comrades, gesturing to the pendant and the stairs up. He said nine chambers and we've only seen...he paused to count them off on his fingers: pit, frost, mist, the boy, the snakes...Six. We didn't miss any turns or doors. Did we?


Male Hobgoblin Cavalier 1 (Fell Rider)

Eldred, Damien; worth a roll on the DC15, Appraise can be used untrained.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Appraise (Int)1d20 + 2 ⇒ (7) + 2 = 9


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Once again, I'll ask you to move your char icon in the map when you 'move' in game. It makes me easier to activete location based events.

Eldred:
You look at the room and do not find anything out of normal. The podium is untrapped. The stairs are untrapped.


Male Human Witch 3 | HP 22/22 | AC 13 ( T13 / FF10 ) | CMB +1; CMD 14 | Saves Fort +2, Ref +5, Will +2 | Initiative +9, Perception -1, Sense Motive -1, Bluff +7 | Magic

Thanks, DM. Exactly what I'd have done.

Appraise: 1d20 + 7 ⇒ (2) + 7 = 9

"Like you said, guys, obvious trap."

Damien checks for any magic in the area.

Take 10 on Know(Arcana) if needed, for a nice round 20.

"What did the kid say, again? Maybe he had something to say 'bout this place."


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Damien:
No magic in the place.


Male Human Witch 3 | HP 22/22 | AC 13 ( T13 / FF10 ) | CMB +1; CMD 14 | Saves Fort +2, Ref +5, Will +2 | Initiative +9, Perception -1, Sense Motive -1, Bluff +7 | Magic

"Welp, no magic here. If there's a nasty trick waiting for us, it's all mechanical."


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

Once Eldred gives the all clear Johan strides into the room and picks up the pendent. He had no eye for this sort of thing - the chain alone was probably worth more than what his father's farm produced in a season.

Then he does his own inspection of the room, looking for the same tell tale signs that gave away the concealed door in the first room. Nine lessons, six rooms...what are we missing?

appraise on pendant: 1d20 - 1 ⇒ (20) - 1 = 19
Perception check on the room (DM still making those "off camera" right?

Edit: What?! Now I roll a 20?!. Okay, maybe he does have an eye for fine jewellery


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Yep, the DM still does.

Johan:
Closer examination reveals that the sapphires are merely cheap costume jewelry -- little more than cut glass. The pendant is silver though of no great craftsmanship and worth 5 gp.

You quick search the room and found nothing out of normal.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Not sure if we've missed something here or if we are overthinking the obedience angle.

Room SEEMS clear, as do the stairs. Just wondering if we missed a room or a passage.


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

Johan taps the eyes of the dragon pendent with his finger nail. These look just like the glass beads children at the fall harvest fair would trade with each other. Pretty much worthless. Not what we came for.

He is still perplexed by what their next move should be though, then Damien reminds him about Timeon's words. Right! He said he heard the man and woman say, a secret door across from the stairs hides the way out

Johan moves back over to the west wall opposite the staircase and redoubles his efforts, now convinced that that they had missed something. If this doesn't work I think its time to pay young master Timeon another visit.

take as long as needed to take 20 on perception


Human Hero Killer1 / Holy Assassin1 / Deceiver2

You find a secret door, behind it, a corridor that leads to another wooden door.
“Secrecy is our greatest ally. Exposure brings death.”

The door is unlocked and untrapped.


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

Ha! Johan exclaims upon finding the door, He leads the others to the next door, reads the inscription, and whispers, Sounds like Malgrim or Eldred should take the lead on this one, deferring to the members of their party who have proved they know how to move quietly as opposed to himself, who moves with as much grace and stealth as an ox through a dilettante's tea party.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Eldred moves with extreme care up the stairs.

Stealth 1d20 + 10 - 2 ⇒ (17) + 10 - 2 = 25
*Armour penalty factored


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Eldred Johan found a secret door in the oposite wall fron the stair, one that leads to another room. You want to climb the stair or enter the new room?


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Sorry - thought the secret door led to some other stairs. I use my stealth roll to enter the new room


Male Hobgoblin Cavalier 1 (Fell Rider)

Malgrim will stealthily enter the next room.

Stealth (No ACP): 1d20 + 10 ⇒ (17) + 10 = 27


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

moved Malgrim and Eldred on the map for you :)


Human Hero Killer1 / Holy Assassin1 / Deceiver2

I'm assuming Johan is still using the Ion Torch, since he did not said he stopped using it.

Behind the door the room is completely dark. In the center of this stone chamber is a patch of bare earth surrounded by a two inch tall brick circle. From the soil grows a mansized purple mushroom with a strange bulbous cap.

As soon the light from Johan reachs the mushroom, it emits an almost impossibly loud, piercing wail.

Intentions?

K:Dungeon DC 15:
This mushroom is know as shrieker. It shrieks when something moves near it or any source of light reachs it.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

fusk, Eldred swears and prepares to swing hard at anything coming out of the darkness.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Map updated
You can see almost the entire room. There's another wooden closed wooden foor inside it. Aside the Mushroom, you see nothing.


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

er...oops

is the noise having any negative effects other than being annoying? If it is impairing us in any way, Johan will run up and smash it until it's quiet. Otherwise, I think we should prepare for something nasty to come greet us from that other door.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

No Just anoying as hell.

Johan stride inside the room and it takes him three powerful blows to silence the mushroom.

Eldred, Damien, Malgrim: Tell me what you'll do in those three rounds.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Eldred moves to the new door, checking it, sword at the ready.

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