Horatio Phillipton
|
Survival: 1d20 + 12 ⇒ (5) + 12 = 17
Quite frankly, there can't be that many shortcuts inside a building, can there? Phillipton thinks to himself.
Damage: 2d8 + 7 ⇒ (5, 8) + 7 = 20
Reflex Save: 1d20 + 11 ⇒ (12) + 11 = 23
Fortitude, Antiplague: 1d20 + 12 + 3 ⇒ (13) + 12 + 3 = 28
| GM Valen |
After a close call, Squash runs ahead as fast as his knotty knees will carry him.
Success
The undead give the leshy chase, but they cannot keep up.
Although not quite the same as the warrens back home, still Brekovi feels confident in his ability to navigate these corridors.
Crit success!
The ysoki keeps his fellow agents from getting lost among the tunnels.
If he finds something useful, he says importantly, "My dear colleagues, to your left is a viable shortcut." He points the way.
Success
A few of the injured agents slide through the passage away from the horde.
Murph seems to be having trouble keeping his footing as he parkours down the hallway.
At least you should be able to see where the slick spots are.
Murphy manages to avoid the slick spots, his near slide serving as a warning to some of the Pathfinders being rescued, helping them avoid the spot.
Success.
Doc tries to squeeze through, but gets snagged up. The zombies swarm him, but he adeptly fights them off (mostly), and infectious rot have little hope against his boosted immune system.
Critical failure negated. Failure.
Doc finds that, while he was occupied, the zombies struck at one of the beleaguered Pathfinders, who is now sporting a broken limb.
Quite frankly, there can't be that many shortcuts inside a building, can there? Phillipton thinks to himself.
That is a failure
Phillipton finds he took a wrong turn. He is mobbed by some undead, but avoids their teeth and fetid disease.
Success
ROUND THREE - ESCAPE CONFINEMENT
The mass of zombies has pursued the party through the corridors and into the Old Gate Chamber. The Pathfinder need only slip out of the holding area, past the gate, so that it can be sealed behind them.
Each PC can attempt an Acrobatics check to Tumble Through undead, an Athletics check to Climb over undead, a Stealth check to Avoid Notice of undead, a Perception check to notice a clear path, or a Pathfinder Society Lore check to Recall Knowledge and remember a secret exit.
Brekovi
|
Now I just need to be as quiet as a ysoki…
Brekovi does his best to slip past the undead and out the gate.
Stealth T: 1d20 + 11 ⇒ (15) + 11 = 26
Doc Bloodshanks
|
Perception: 1d20 + 10 ⇒ (18) + 10 = 28
Doc looks for a clear path, trying to make sure that none of the zombies are drawn to any of the other Pathfinders.
Dr. Thurston Lazarus, III
|
To escape the zombie horde, Dr. Lazarus tries to recall any secret passages from his studies during his pathfinder training.
Pathfinder Society Lore (Loremaster Lore) + Pursue: 1d20 + 13 + 1 ⇒ (14) + 13 + 1 = 28
(No Clue-In bonus available since it can only be used once every 10 mins.)
Murph The Surf
|
Murph sings softly to himself as he moves. With cat like tread, upon our prey we steal. .
Murph sneaks through the shadows.
Stealth check to avoid notice: 1d20 + 13 ⇒ (17) + 13 = 30
I apologize in advance, but sneaking always brings me back to those lyrics.
| GM Valen |
Wow! 2 successes and 3 crit successes!
The mob of zombies begins swarming the containment area, as the party manages to slip past them.
@Horatio Phillipton - Feel free to post for both Round Three and Round Four...
ROUND FOUR - SECURE THE GATE
Once in the containment area, however, the zombies begin noticing an apparent lack of food. Some begin heading back towards the gate.
The gate must be shut and held fast if the undead threat is to be contained!
Each PC can attempt an Athletics check to force the gate shut, a Crafting or Engineering Lore check to devise a better hold to the gate, a Perception check to locate an object to wedge the gate shut, or a Thievery check to securely lock the gate.
Brekovi
|
At first Brekovi is at a loss how to secure the gate. Then he realizes that there was something jamming the mechanism and quickly yanks it out. What was that bone fragment doing there?
Crafting T: 1d20 + 11 ⇒ (2) + 11 = 13 Hero Point
Crafting, promo: 1d20 + 11 + 1 ⇒ (14) + 11 + 1 = 26
Murph The Surf
|
Locks, ah those are my specialty.
Thievery to lock the gate: 1d20 + 12 ⇒ (4) + 12 = 16
LOL Not today they are not.
Murph will throw himself between the Zombies and the fleeing Pathfinders.
bludgeoning damage: 2d8 + 7 ⇒ (3, 2) + 7 = 12
DC 20 basic Reflex save: 1d20 + 13 ⇒ (11) + 13 = 24
Fortitude saving throw against zombie rot: 1d20 + 9 ⇒ (11) + 9 = 20
Dr. Thurston Lazarus, III
|
Dr. Lazarus chuckles at the rogue's 'specialty'. "I hope you're adept at other things too, my dear boy." When he sees Squash holding the gate shut, he calls out, "Brekovi, if you don't mind, toss me that bone fragment. I'll try to construct a wedge." The Doctor retrieves his repair kit and sets to work on locking in the horde.
Crafting + Pursue: 1d20 + 16 + 1 ⇒ (11) + 16 + 1 = 28
Brekovi
|
Brekovi shrugs and tosses the bone fragment to Dr. Lazarus.
Doc Bloodshanks
|
Crafting: 1d20 + 15 ⇒ (12) + 15 = 27
Doc pulls repair kit tools from his bandolier, diving into trying to secure the gate against the zombie force.
Horatio Phillipton
|
Perception, Round 3: 1d20 + 14 ⇒ (5) + 14 = 19
Perception, Round 4: 1d20 + 14 ⇒ (2) + 14 = 16
Phillipton keeps looking and looking and looking and looking for a way out of these zombie hordes.
Damage, Roudn 3: 2d8 + 7 ⇒ (4, 6) + 7 = 17
Reflex Save, Round 3: 1d20 + 11 ⇒ (15) + 11 = 26
Fort Save, Round 3: 1d20 + 12 + 3 ⇒ (13) + 12 + 3 = 28
Damage Round 4: 2d8 + 7 ⇒ (3, 5) + 7 = 15
Reflex Save Round 4: 1d20 + 11 ⇒ (12) + 11 = 23
Fort Save: 1d20 + 12 + 3 ⇒ (5) + 12 + 3 = 20
| GM Valen |
As Squash pushes back on the gate against the push of the zombie mass, Brekovi and the two doctors fashion a suitable wedge and lever to hold the gate in position.
Two successes, two crit successes
Meanwhile, Murphy and Phillipton put themselves in harm's way to distract the zombies. Fortunately, they avoid zombie rot.
Two failures turned into a pair of successes.
ROUND FIVE - TEND WOUNDED
With the horde of zombies now contained, the once-besieged Pathfinders are relieved, but many remain badly hurt from their heroic efforts to prevent the undead from reaching the surface.
Their injuries need to be addressed if the Pathfinders are to make their way back to Venture-Captain Balentiir.
Each PC can attempt an Athletics check to control muscle spasms and reposition dislocated limbs; an Arcana, Occultism, Religion, or Undead Lore check to Recall Knowledge to identify injuries commonly inflicted by animated corpses; a Crafting check to fashion crutches and splints from available materials; a Medicine check to treat infected wounds; or a Nature check to Recall Knowledge about helpful remedies.
Dr. Thurston Lazarus, III
|
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With the zombie horde sealed up, Dr. Lazarus checks in on his other lead, the Pathfinder agents themselves. When a call for aid is required, the Doctor pushes through the crowd, "Excuse me. Pardon me. Licensed medical professional coming through." As he unpacks his healer's tools, the haughty Doctor explains, "You're in luck. I'm a renowned forensics professor -- right here at the University of Osirion." He pauses and looks around, "Surely, you've heard of me." He doesn't notice the blank stares as he begins treating his very lucky patients.
Medicine + Pursue: 1d20 + 16 + 1 ⇒ (12) + 16 + 1 = 29
It probably doesn't matter for this check, but maybe Ward Medic offers a circumstance bonus in this situation, because at Master, he can tend to 4 patients at a time. Worth mentioning, just in case...
Brekovi
|
Brekovi tries to come up with ways to use his knowledge of the arcane to help do more than clean stuff or boil water. He is more than willing to Produce Flame, but thinks there must be better ways to use his knowledge.
Arcana E: 1d20 + 14 ⇒ (7) + 14 = 21
Murph The Surf
|
Occultism to identify wounds from Undead: 1d20 + 10 ⇒ (3) + 10 = 13
[ooc]The dice are good, and the dice are bad.[/dice]
I think the wounds should look like, Oh, Wait, They're trying to break through.
bludgeoning damage: 2d8 + 7 ⇒ (2, 4) + 7 = 13
DC 20 basic Reflex save: 1d20 + 13 ⇒ (14) + 13 = 27
Fortitude saving throw against zombie rot: 1d20 + 9 ⇒ (19) + 9 = 28
Horatio Phillipton
|
"I don't know anything about any licensing authority, sir, but I am a trained batman, and served Lady Alexyn for many years, for her scrapes and bruises."
Medicine: 1d20 + 15 ⇒ (12) + 15 = 27
Like the doctor, Phillipton has Ward Medic, though only as an expert
Doc Bloodshanks
|
Doc begins pulling out salves and potions to treat the wounded. "I have just the thing to help prevent zombie rot, if any of you folks got bit ..."
Crafting for Medicine: 1d20 + 15 ⇒ (5) + 15 = 20
Not sure if that's a success or not. If a failure, I would throw myself in harm's way to convert into a success.
Brekovi
|
Brekovi would also throw himself in harms way if his check was a failure.
bludgeoning damage: 2d8 + 7 ⇒ (6, 6) + 7 = 19
DC 20 basic Reflex save: 1d20 + 13 ⇒ (4) + 13 = 17
Fort save vs rot, antiplague: 1d20 + 9 + 3 ⇒ (9) + 9 + 3 = 21
| GM Valen |
Squash and Dr. Lazarus work swiftly and effectively.
Two crit successes! I am ruling that Ward Medic provides no mechanical advantage in this situation (nor is one needed).
Murph demonstrates how zombie wounds are made.
Failure, turned to success.
The others perform their duties with sufficiency.
Three successes.
Though they are currently safe and their wounds have been dressed, the once-besieged Pathfinders are feeling the weight of their ordeal.
"We barely held the tunnel, as it was, and only due to your intervention," notes one of the agents. "We are grateful for your efforts, but realize that you had to put yourselves in harms' way just to rescue us. And the undead threat is far from over."
"And look at us," he continues. "Our wounds are too fresh, too deep, for us to continue fighting."
ROUND SIX - RALLY SURVIVORS
If these Pathfinders are to rejoin the fight to break this secluded siege by the forces of the undead, they need to encouragement and inspiration. Otherwise, these injured and disheartened Pathfinders may be unable to continue their mission.
Each PC can attempt a Crafting check to repair broken armaments; a Diplomacy or Intimidation check to rally agents or focus them on the mission; or a Pathfinder Society Lore, Performance, or Society check to recount inspiring tales.
~Squash~
|
"Hey! If Pathfinders gave up when things became difficult, the Society would have fallen years ago! You have to get up and fight again."
Intimidation: 1d20 + 12 ⇒ (15) + 12 = 27
Brekovi
|
“Here, let me fix up that shield!” Brekovi tells a couple of people as he points towards one of the more dented shields. “We’ve already taken care of the gap where undead were sneaking in and now these things.” He gestures in the general direction of where the zombies are trapped.
“I’m confident we can handle this if we work together.”
Crafting: 1d20 + 11 ⇒ (14) + 11 = 25
Murph The Surf
|
Pathfinders put ourselves in harm's way for each other all the time. It is part of who we are. We'll get through this together.
Diplomacy: 1d20 + 11 ⇒ (5) + 11 = 16
Now excuse me while I go fill that gap where the Undead are trying to break through.
In Harm's Way
bludgeoning damage: 2d8 + 7 ⇒ (3, 2) + 7 = 12
DC 20 basic Reflex save: 1d20 + 13 ⇒ (18) + 13 = 31
Fortitude saving throw against zombie rot: 1d20 + 9 ⇒ (6) + 9 = 15
So if I critically succeed at the Reflex save and take no damage, do I have a danger of Zombie Rot?
Dr. Thurston Lazarus, III
|
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Dr. Lazarus listens to the concerns of the Pathfinder agents. He tries to empathize, but it's not his strong suit. "My dear lads, I understand your frustrations." He really doesn't, but continues anyway. "I once knew a Pathfinder agent who got lost in the Grand Lodge for 3 days. Can you believe it? Three full days! Did he want to give up? Sure. But he persevered, because he was a Pathfinder. His Venture Captain eventually found him and they laugh about it now." The Doctor begins to take his leave.
If anyone doubts his story, he stops, thinks back, and says, "Well, let's see ... I entered the Lodge on a Fireday, and ..." He shrugs it off, "The important thing to remember is: what doesn't drain our lives, makes us stronger!" He puffs his chest out proudly.
Pathfinder Society Lore (Loremaster Lore) + Pursue: 1d20 + 13 + 1 ⇒ (12) + 13 + 1 = 26
Doc Bloodshanks
|
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Doc shrugs at their disheartened ramblings. "Stay here if you need to ... but I've got work to do." He focuses on repairing the damaged defenses, either not caring to placate the concerns of the injured Pathfinders or hoping to shame them into action.
Crafting: 1d20 + 15 ⇒ (15) + 15 = 30
Horatio Phillipton
|
"I tell you what, chaps, if we get out of this, there's a delightful ustalavic sauvignon blanc that I've been itching to share. Just persevere and imagine a good glass of wine," the cleric of Halcomora intones.
I really want to use alcohol lore and the wines that I'm carrying to give them some liquid courage, but I won't force the issue.
Diplomacy: 1d20 + 11 ⇒ (2) + 11 = 13
| GM Valen |
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"Hey! If Pathfinders gave up when things became difficult, the Society would have fallen years ago! You have to get up and fight again."
Some of the Pathfinders snap to attention at the leshy's powerful words.
Crit success!“I’m confident we can handle this if we work together.”
One of the injured Pathfinders holds the repaired shield aloft with renewed confidence!
Success!Now excuse me while I go fill that gap where the Undead are trying to break through.
So if I critically succeed at the Reflex save and take no damage, do I have a danger of Zombie Rot?
"Th-that seems unnecessary!" one of the Pathfinders stutters in wonder.
"And rather reckless!" adds another. "Yet, he shows no fear and has emerged unscathed! Perhaps, we can as well!"
No damage means no Zombie Rot. Failure converted to a success!
"The important thing to remember is: what doesn't drain our lives, makes us stronger!" He puffs his chest out proudly.
"Then, after what we have endured, we are strong! Like you!" declares one of the more junior agents.
Success!Doc shrugs at their disheartened ramblings. "Stay here if you need to ... but I've got work to do." He focuses on repairing the damaged defenses, either not caring to placate the concerns of the injured Pathfinders or hoping to shame them into action.
"You have restored more integrity than just my armor," whispers a grateful agent to Doc Bloodshanks. "Please, take these with my blessing."
The man offers the half-orc an emerald grasshopper, a lesser thurible of revelation, and an amount of incense worth 20 gold pieces.
Crit success!
"I tell you what, chaps, if we get out of this, there's a delightful ustalavic sauvignon blanc that I've been itching to share. Just persevere and imagine a good glass of wine," the cleric of Halcomora intones.
I really want to use alcohol lore and the wines that I'm carrying to give them some liquid courage, but I won't force the issue.
I'd say that liquid courage lasts only a few hours and the fight ahead is longer than that. But, I don't need to, as the party has succeeded exceedingly well at this skill challenge even with this failure. And, a 13 would still fail any of the Lore checks.
Having successfully rescued all of the trapped Pathfinder agents from the horde of zombies (and with the number of crit successes, likely finding a few more hiding among the tunnels along the way) and having cleared the area of zombies by trapping them in the holding area, you are able to return to the Hall of Recognition.
Venture-Captain Balentiir is quite pleased to see that none of the trapped had been lost and he is certain that his forces will soon be able to reclaim this section of the vaults.
| GM Valen |
Hero Points, one each, awarded to Brekovi and Murphy. I have updated them here.
As reports continue to pour into the Hall, Balentiir informs you that your efforts have allowed his forces to make significant progress in reclaiming more of the lodge, with most of the vaults have now been secured.
"Better still," Balentiir notes, "I have been able to send scouts outward from the reclaimed areas further into the tunnels and understructure. Based upon the scouting reports, I believes that I am on the verge of pinpointing the source of the undead. I expect to have confirmation within the day."
"Thank you for your efforts. Your work has been invaluable to the cause. Now, I urge you, get a good night’s rest to gather your strength in preparation. For soon, we will be making a final push to end this siege. I have already instructed those healers available to offer you any aid you require in the treatment of wounds or disease. I have also asked them to bring you a few alchemical items from my personal stores."
Each PC can select either a lesser elixir of life or a moderate antiplague.
The PCs have time for a full night of rest and daily preparations while Balentiir sends out scouts and reviews their reports. The Sandswept Hall’s healers restore each PC’s Hit Points to their usual maximum (except for damage due to uncured zombie rot). The healers also treat a single disease that each PC may currently have, granting each PC a +2 circumstance bonus to their next saving throw against one such disease of their choice (although I don't recall it being needed).
Dr. Thurston Lazarus, III
|
Always thinking highly of himself, Dr. Lazarus nods importantly as VC Balentiir heaps on, what he considers to be, well-deserved praise. "All in a day's work." Indicating the group, he adds, "It helps to have such capable colleagues." When offered the choice of potions, it doesn't take the Doctor long to choose the Moderate Antiplague vial.
After a good night's rest, Dr. Lazarus takes time to study his notes on the vampire spawn stories and maintains his lead. He also downs the Antiplague potion. When Balentiir provides the morning briefing, the Investigator has his writing pad ready, and presses the VC for any information on the type of undead we will likely be facing.
Lazarus will Pursue a Lead as before, with vampire(spawn) as the subject. And potentially a second lead based on Balentiir's information.
Moderate Antiplague provides a +3 item bonus for 24 hours.
Brekovi
|
Brekovi checks with Doc Bloodshanks before selecting what to take from the stores. He takes whichever the doctor suggests. “I liked your antiplague, but thought it best to coordinate so that no supplies were wasted.”
Finally having some time to do so, he will inspect the dagger and wand the group found in the breach and the cracked red gemstone called an animus gem. He swaps in the Read Aura spell before he starts in case that would help.
Arcane Thesis: Spell Substitution
It sounds like we have a little bit of time. Would it be enough to attempt to fix the wand and would we have the resources to attempt that?
| GM Valen |
It sounds like we have a little bit of time. Would it be enough to attempt to fix the wand and would we have the resources to attempt that?
With the help of Balentiir's aids, you identify the blade a +1 dagger. The animus gem, being a remnant of the Vaults' old defenses, is mostly only of scholarly value. The wand is damaged and requires substantial repairs before it can be used again (more than can be accomplished within a day), but the PCs can return it to Balentiir in exchange for a discount on such an item in the future.[/ooc]
Horatio Phillipton
|
Phillipton will go out to the city of Sothis and buy a few bottles of wine for his compatriots. He thought the anti-plague would pair nicely with a Sothis white.
I've also reprepared spells. The one I'm really excited about is 3rd-level disrupting weapons which will give 2 of us an extra +2d4 positive damage against undead.
Doc Bloodshanks
|
Doc drinks a couple of his elixirs to heal up before going to bed, then the next morning he creates his new batch of alchemical products. He makes an extra batch of moderate antiplagues, so everyone in the group can drink one that morning before they engage with the undead.
Doc Bloodshanks
|
Doc looks over the poultices as well. "Fine work, Squash!"
Brekovi
|
Since Doc is going to provide An antiplague, Brekovi asks for the lesser elixir of life from the healers.
He thanks Squash for the poultice.
“Does anyone else have use for the dagger? If not, it would give me a magic weapon.”
Doc Bloodshanks
|
Doc shakes his head. "I don't need the dagger. Use it in good health."
| GM Valen |
After directing you to get a good night’s rest, Venture-Captain Balentiir has a final assignment for the party.
"Overnight, my staff and I poured over scattered reports gathered by my scouts," Balentiir explains. "I believe I have uncovered the origin point of the undead incursion, a dry cistern deep below the Sothis Lodge reportedly now brimming with zombies."
"Approach the cistern from the south, confirm it as the source of the undead incursion, and destroy any undead you encounter there in order to secure the location," instructs the Venture-Captain. "While you take on the undead in that area, I and Po’ogaat intend to lead other teams of agents to clear out undead stragglers in the nearby side passages. We will then meet you at the cistern."
"I am afraid that I still have no additional information about how or why the undead are showing up. I only know which area they are coming from, and that there are many of them. Be prepared for a difficult fight," he warns.
Balentiir produces a map and provides directions through the maze-like vaults to the cistern. He estimates that it will take you about 20 minutes to reach it.
I will pause here to allow PCs to ask any questions or make any final preparations before departing for the cistern.
Brekovi
|
“Was there anything in the area for defenses that the undead may have subverted or converted into traps? You’ve said there were intelligent undead doing that.”
Yes, I remember him giving us the codes for guardians and such. This is more about do they have the materials where we should expect traps.
“Have any of the previous undead used attacks dealing elemental damage such as fire or cold? Alchemical bombs, spells, anything like that?”
Intend to swap out resist energy if they haven’t
Murph The Surf
|
Murph will take the lesser Elixir of Life, Minor Poultice of Life, and drink the Moderate Antiplague before leaving.
Doc Bloodshanks and Squash, thank you for your hard work in producing these extra items to give us additional advantages over these creatures,
Venture-Captain Balentiir, is there any history as to when or why the Cistern went dry? There may be a clue there.
Horatio Phillipton
|
With Bloodshanks making anti-plagues, can I retcon my decision and get an elixir of life?
"Before we go into battle, would anyone like Halcamora's grace to give their weapons an extra power against the undead?" Phillipton says, "I have the power to enchant two weapons."
Dr. Thurston Lazarus, III
|
Prior to the morning briefing, Dr. Lazarus adds some blackberry juice to his usual brandy snifter. He assures everyone, "It's never too early for some blackberry brandy, am I right?" He offers a round for anyone who wants to start their day right.
As Balentiir is speaking at the briefing, Dr. Lazarus jots in his writing pad. He asks, "Is the cistern some kind of rift that you believe will need to be sealed, or are we there to simply dispatch the zombies?" He continues to sip his morning beverage as he takes notes.
As mentioned before, as part of his morning preparations, Lazarus maintains his Solid Lead of the vampire(spawn).
Does the cistern seem like a viable lead? If so, Lazarus will Pursue a Lead with that subject. For the zombies, could he Pusue a Lead as he did with the zombie horde earlier, or is this different because there will be specific enemies?
The Doctor nods to Squash and Doc Bloodshanks as they hand out their poultices and potions. "Thanks lads. Very generous." He drinks the Antiplague vial and accepts a Lesser Elixir of Life from Balentiir.
Later, when Philipton offers to enchant weapons, Dr. Lazarus holds up his throwing hammer. "I'm very interested in such a spell if you can afford it, my dear boy." He waits to hear if he's one of the recipients.
Murph The Surf
|
Murph holds out a simple cup for Dr Lazarus Brandy.
Thank you Sir. This does seem like a good beverage to help break our fast.
Mr. Phillipton, I will happily accept your spell if I am in a position to receive it. The situation in battle may not allow for it though. We will have to see.
| GM Valen |
“Was there anything in the area for defenses that the undead may have subverted or converted into traps? You’ve said there were intelligent undead doing that.”
"Nothing believed to have been left around the cistern beyond a few damp pools. You will need to bring light sources with you," Balentiir replies.
“Have any of the previous undead used attacks dealing elemental damage such as fire or cold? Alchemical bombs, spells, anything like that?”
"No such reports. Disease and mayhem are likely to be your biggest concerns."
Venture-Captain Balentiir, is there any history as to when or why the Cistern went dry? There may be a clue there.
"As best is known, the cistern has slowly been drained due to damage brought on by the ravages of time. No clues there, as best as I can tell," Balentiir concedes.
As Balentiir is speaking at the briefing, Dr. Lazarus jots in his writing pad. He asks, "Is the cistern some kind of rift that you believe will need to be sealed, or are we there to simply dispatch the zombies?" He continues to sip his morning beverage as he takes notes.
"Dispatching the undead is the foremost priority. However, if some sort of 'rift'--as you suggest--is indeed the source of these undead, it would do well to shut it down--provided it can be done safely. Please know that a portion of the Vaults lie above the cistern and it would not do well to have the cistern collapse beneath them."