Starfinder Adventure Path #2: Temple of the Twelve (Dead Suns 2 of 6)

3.80/5 (based on 13 ratings)
Starfinder Adventure Path #2: Temple of the Twelve (Dead Suns 2 of 6)
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Welcome to the Jungle

Now members of the Starfinder Society and piloting their very own ship, the heroes head to the planet Castrovel, home of some of the best universities in the Pact Worlds, to research the clues they found on the mysterious asteroid called the Drift Rock. On Castrovel, the adventurers' findings point them toward an ancient elven temple-city called the Temple of the Twelve, lost deep within Castrovel's teeming wilderness. But in addition to the dangerous flora and fauna of the jungle, the heroes must contend with two other factions—the exiled Corpse Fleet of Eox and the Cult of the Devourer—who are also interested in the asteroid's secrets and have their own plans for the ancient alien technology behind it, if they can find it first!

This volume of Starfinder Adventure Path continues the Dead Suns Adventure Path and includes:

  • "Temple of the Twelve," a Starfinder adventure for 3rd-level characters, by John Compton.
  • A gazetteer of the wild planet of Castrovel, by John Compton and James L. Sutter.
  • Details on the destructive Cult of the Devourer, including a new mystic connection and new cult gear, by Owen K.C. Stephens.
  • An archive of strange new alien creatures, by John Compton, Jason Keeley, and Robert G. McCreary.
  • Statistics and deck plans for a new starship, by John Compton, plus details on a moon whose planet disappeared into a black hole in the Codex of Worlds, by Jason Keeley.

ISBN-13: 978-1-60125-976-9

The Dead Suns Adventure Path is sanctioned for use in Starfinder Society Organized Play. The rules for running this Adventure Path and Chronicle sheet are available as a free download (1.7 MB PDF).

Other Resources: This product is also available on the following platforms:

Hero Lab Online
Fantasy Grounds Virtual Tabletop
SoundSet on Syrinscape
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Note: This product is part of the Starfinder Adventures Subscription.

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3.80/5 (based on 13 ratings)

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Decent but generic, plus railroady

2/5

I remember so little about this book it might as well have been a page on tvtropes or a Pathfinder AP. C'mon Paizo, you can do better!


All Aboard the Ukulam Express!

3/5

Temple of the Twelve is an OK continuation of the Dead Suns Adventure Path. While it has a few neat scenes and characters, far too much of the adventure revolves around a railroaded string of encounters with no decisions being made by the PCs. Where other adventures present a problem and leave it up to the PCs to figure out how they're going to solve it, Temple of the Twelve guides players by the nose and substitutes player engagement with dozens of pointless skill checks.

For those players happy to just roll dice and bash bad guys, its a fun romp (or maybe a guided tour) through a dangerous jungle setting with clear 'Jurassic Park' vibes. For other players, there's still some fun investigation and roleplay in the other sections of the book. And the larger plot of Dead Suns finally begins to swing into gear.

The Good (Spoilers):
  • Fun Investigation The investigation and roleplaying in Qabarat University is a lot of fun, with some flexibility on how to approach the different scenes and places for different types of PCs to shine.
  • Memorable Locales Uilee's cafe is an awesome and memorable scene, with humor as PCs are served her bizarre creations and action as the PCs negotiate and/or clash with Twonas.
  • Moral Questions Ralkawi is given just enough background to give the PCs something to wrestle with morally. This setup gave the players something to engage with in the middle of the jungle encounters.
  • Panellier encounter offers cool lore and challenging combat Panellier is a cool encounter, especially if the PCs can converse with him first. There's a number of ways around him, but fighting through him is both deadly for the PCs and a tragic end for the ancient guardian.
    ---

  • The Bad (Spoilers):
  • Poor Motivators Much like Dead Suns Book 1, there's very little motivation for the player characters to pursue the adventure. The primary driver appears to be Chiskisk telling them they might become famous if they learn more about the Drift Rock. It relies on the PCs in the game being wide-eyed adventure-for-adventure's-sake types. This is a far cry from Pathfinder APs, where the AP often integrates PCs into the story and presents threats to both them and NPCs and locations they get attached to.
  • A Linear Romp Part 2 (the jungle trek) is a long linear segment with no significant choices for the PCs. There's no map for the trek, no real choices to be made regarding how the pursuit is attempted, and there's no narrative consequences to going quickly or slowly. Some groups might enjoy the Jurassic-parkian flavor just for the novelty, but its basically a couple of session's worth of turn-your-brain-off monster bashing and prompted skill checks.
  • Pointless Skill Checks Part 2 asks for dozens of skill checks to navigate the jungle, but provides no narrative consequences to success or failure. All those skill checks are pointless.
  • Brutal Diseases Diseases are brutal in Starfinder, and this adventure seems insistent on hitting you with as many as possible. Even prepared PCs may eventually succumb to one of them, after which there's nothing much to be done but cross your fingers and wait in game DAYS to elapse to get better. And while still suffering, the affected characters are close to useless - so heavily penalized that they practically don't get to act at all.
  • Insufficient Consideration for the Setting Several sections were written without consideration for how the new gameplay mechanics function. For example: It provides no guidance on how armor environmental protections can be maintained beyond the 24hr/level limit (if the PCs want to avoid the heat, for example). Nor does it give the GM any guidance on other travel relevant questions (can PCs hire animals? Rations weigh 1 bulk per person per week, so how do they transport them? etc)
  • Dull Combats So so combats. Most enemies are straight bruiser types, sometimes with poisons when attacking. Lots of minimally intelligent animal-type foes, and some cultists that fight to the death no matter what. None have particularly interesting tactics or motivation other than Panellier at the end.
  • Token Starship Combat The token starship combat comes out of the blue and has no relevance to this book.
  • Shallow Investigation The investigation in Qabarat (and the info dump in the Temple of the Twelve library) is far too obvious and unsubtle, not leaving room for players to engage their creative juices and speculate.
  • Silly Enemies The Devourer Cult are bland and uncompelling grunts whose suicidal nihilism is laughable rather than threatening. Tahomen is similarly bland, and the 'climactic' fight with him is a flash in the pan.
    ---

  • Might have been a good Pathfinder adventure, but a poor Starfinder one

    2/5

    This adventure starts with some fun open ending roleplaying, but quickly devolves into a tedious and boring jungle trek that involves horribly crunchy game mechanics. In a setting about starships and speeder bikes, this is an adventure about dying from diseases and heat in the jungle. Details in the spoiler.

    Spoiler:
    The players travel to an alien university and get caught up in some fun open ended roleplaying between feuding professors. Then then travel to a quirky and memorable café where they have to deal with a few more problems and finally they travel through a magical gateway to an alien jungle. This is all great content, but most players run through it all in a session. Once you get to the jungle things start to go downhill fast. The players are in a chase, but they are no longer allowed to use their starships or vehicles and the only explanation is that they are “not allowed by law” because the continent is a nature preserve. No opportunity is provided to smuggle in a vehicle or bride a customs official and the players are also not given any opportunity buy riding animals or tame native animals. They just have to walk.

    What is worse is that each hour of walking requires a dice roll from players to deal with damage from the heat. The DC changes and they will have to do this each hour for eight hours a day for approximately two weeks! To add even more complexity to this system, some of these heat rolls can be avoided by using the hours of environmental protection on the PC’s armor, but this becomes a resource the PCs have to manage. These are important dice rolls because the players are expected to have multiple combats on their trek and the adventure seems to assume that they will be at least partially weakened by the heat damage. The adventure tells the DM the day that the attacks should take place on, but not the hour, leaving the GM to have to come up with something. The adventure also doesn’t give a reason for why the PCs (most of which probably have a form of low light vision and/or darkvision) couldn’t just beat the heat by traveling at night. Many of the fights are not particularly challenging but risk giving the players a poison or a disease. This over all leads to a feeling of attrition on the PCs which quickly stops being fun for the players. Eventually, the PCs find an ancient city, get into some bland fights and can return home … if they aren’t killed by a disease they caught on the way there.


    Super Space Australia

    4/5

    This book has a lot of cool things but I had a few issues that I didnt catch until I GMed it.

    Spoiler Warning:

    Pro:
    Part one and part three are fun.
    Jungle temples are cool
    Awesome monsters (Sky fisher!)
    Cool Solarian NPC
    Interesting chase (Even if my PCs didnt seem super into it)

    Cons:
    Mechanics will likely be wondering why they came
    Part 2 is a rail road with no choices or stakes.
    The book fails to point out the wonders of ukalam and focuses on monster after monster. - yeah the monsters are cool but they could have been with interesting exploration or hazards.


    The Plot Thickens!

    5/5

    A very nice follow up to the first book.
    I do agree that this one is "better", but I feel that the first book was a little bit more general on purpose: to get people into the game system, and all the rules and such (it was very diverse).
    Three parts here, I will not talk much for they have been well explained: all different, and giving all PCs a moment to shine! Intellectuals, tree huggers, fighters!
    A very nice adventure.
    I cannot wait to move on to the next one...


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    Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
    Toblakai wrote:
    magnuskn wrote:
    Yeah, okay. Too bad that the decision was made to make the first AP for their new product line only go to about level twelve. That makes it an automatic non-buy for me. :/

    Seriously? Is an adventure only fun if you go to level 17-20? Why? Please enlighten us. (and how many times are you going to post this complaint?)

    I like high level play. Notice the "I" in the sentence. Since I am not the arbiter for the universal standard for enjoyment, I am only speaking for myself (though also for the players I wanted to play this AP with, who share this enjoyment of high level play with me).

    And posting in two places on the forum is not a crime. Stop being passive-agressive.


    The "smoky hand" thing the Lashunta on the cover is using (both there and in the interior artwork) looks really awesome- but I don't see what exactly it is supposed to be. None of his abilities or equipment quite match up, unless I'm missing something. Anyone have an idea what it is supposed to be, or is it just a case of something cool in the artwork but there not being an equivalent in the mechanics (either due to the new NPC/Monster generation rules or just an oversight)?


    1 person marked this as a favorite.
    Cthulhudrew wrote:
    The "smoky hand" thing the Lashunta on the cover is using (both there and in the interior artwork) looks really awesome- but I don't see what exactly it is supposed to be. None of his abilities or equipment quite match up, unless I'm missing something. Anyone have an idea what it is supposed to be, or is it just a case of something cool in the artwork but there not being an equivalent in the mechanics (either due to the new NPC/Monster generation rules or just an oversight)?

    It looks like a plant/vine monster coming out of a canister rather than an ability the NPC is using.


    Xenocrat wrote:
    It looks like a plant/vine monster coming out of a canister rather than an ability the NPC is using.

    Either way, it still isn't described in the adventure itself for all that I can tell, and I am disappointed because it looks really cool.

    Dark Archive

    Pathfinder Starfinder Roleplaying Game Subscriber

    Anyhoo, now that this has been released, I think its okay for me to say what issue I have with this?

    Its mainly related to "ya know, player's guide to tell what is appropriate for pc backstories" would be really useful in this. The adventure seems to presume that as starfinders, pcs are actually appropriate archaeologists(their contacts even make fun of one wannabe archaeologists in tone that players' are probably supposed to agree) instead of the "Hey let's blow s%%~ up" style of archaeology :P As in, I'm pretty sure you wouldn't let group of scarred grizzly mercenaries visit university and even less they would let you help with your PR problem.(pretty sure that to outsiders, asking group of violent people to ask lecturer apologize looks like you hired thugs to threaten them, so that is huge pr issue as well) And if group is full of outlaw theme characters, well, working with police is little bit weird isn't it, especially if they happen to be from castrovel?

    (BTW, I'm also bothered that your detective contact doesn't have name given for them <_< )

    On plus side, after alien archive I noticed this book actually has space for large sized alien pc group! First book would have a lot of tight spaces for them, but in this one you could pretty well play with large sized aliens.

    Anyway, yeah, I'm hoping that paizo will do player's guide for dead suns after all six parts have been released. By time that happens, well alien archive and pact worlds book has at least been released so plenty of "I'm pretty sure hellknight doesn't fit this ap" type of stuff can come up even if you don't agree with me that all corebook things aren't fitting either.


    Perhaps I missed something, but is there a reason why there isn't a print edition available?


    It sold out.


    Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber

    However, reprints are scheduled to become available in November.


    Yep-yep!

    Sovereign Court Creative Director, Starfinder

    1 person marked this as a favorite.
    Cthulhudrew wrote:
    The "smoky hand" thing the Lashunta on the cover is using (both there and in the interior artwork) looks really awesome- but I don't see what exactly it is supposed to be. None of his abilities or equipment quite match up, unless I'm missing something. Anyone have an idea what it is supposed to be, or is it just a case of something cool in the artwork but there not being an equivalent in the mechanics (either due to the new NPC/Monster generation rules or just an oversight)?

    That's meant to represent a spell effect. However, since our artists are often not familiar with the rules of the game, we don't usually ask for specific spell effects. As a result, the art does not always match exactly with the rules.


    Robert G. McCreary wrote:
    Cthulhudrew wrote:
    The "smoky hand" thing the Lashunta on the cover is using (both there and in the interior artwork) looks really awesome- but I don't see what exactly it is supposed to be. None of his abilities or equipment quite match up, unless I'm missing something. Anyone have an idea what it is supposed to be, or is it just a case of something cool in the artwork but there not being an equivalent in the mechanics (either due to the new NPC/Monster generation rules or just an oversight)?
    That's meant to represent a spell effect. However, since our artists are often not familiar with the rules of the game, we don't usually ask for specific spell effects. As a result, the art does not always match exactly with the rules.

    Well that is nice to know :) I kept looking through the book for some odd piece of equipment I had missed or unique spell. I was for sure it was some kind of plant creature he kept in a canister as a minion or something lol.

    Paizo Employee Organized Play Lead Developer

    5 people marked this as a favorite.
    Robert G. McCreary wrote:
    Cthulhudrew wrote:
    The "smoky hand" thing the Lashunta on the cover is using (both there and in the interior artwork) looks really awesome- but I don't see what exactly it is supposed to be. None of his abilities or equipment quite match up, unless I'm missing something. Anyone have an idea what it is supposed to be, or is it just a case of something cool in the artwork but there not being an equivalent in the mechanics (either due to the new NPC/Monster generation rules or just an oversight)?
    That's meant to represent a spell effect. However, since our artists are often not familiar with the rules of the game, we don't usually ask for specific spell effects. As a result, the art does not always match exactly with the rules.

    That said—and it's not unique to this cover—our artists also create some amazing images, some of which inspire future rules development.


    Hey John Compsognathuson, so, this new mystic connection, it's totally gonna be made legal for SFS, right? Wink wink wink wink wink

    Oh and does a certain mysterious ring work only with bites or can I also do punchy with said ring (it says i get sharp teeth but then talks about unarmed strikes)?

    Paizo Employee Organized Play Lead Developer

    2 people marked this as a favorite.
    FiddlersGreen wrote:

    Hey John Compsognathuson, so, this new mystic connection, it's totally gonna be made legal for SFS, right? Wink wink wink wink wink

    Oh and does a certain mysterious ring work only with bites or can I also do punchy with said ring (it says i get sharp teeth but then talks about unarmed strikes)?

    At least for that first question, the organized play program has a proud tradition of asking "Does this character option mandate or strongly encourage the downfall of civilization as we know it" when assessing what options to legalize in the campaign; those that evoke a strong "yes," usually aren't available. I understand that Thursty likewise keeps this question in mind when reviewing new options.


    1 person marked this as a favorite.

    But our cult didn't start the fire... It was always burning since the station's been operating.

    Hides the kerosene.


    Zaister wrote:
    However, reprints are scheduled to become available in November.

    Phew! Was wondering why I hadn’t seen it on sale in the UK yet.


    John Compton wrote:
    That said—and it's not unique to this cover—our artists also create some amazing images, some of which inspire future rules development.

    I hope someone is hard at work designing "Hand in a Canister" (Handister?) for future Starfinder installments, dangit! That just looks so cool!

    (And thanks Rob and John for the answer. I suspected that might be the case, but still really want to see that thing statted up!)

    Grand Lodge

    3 people marked this as a favorite.

    Any ETA for the chronicle for Dead Suns #2?

    Dark Archive

    Pathfinder Starfinder Roleplaying Game Subscriber

    Oh yeah, another thing I'm bothered by that I forgot to mention before:

    This book doesn't mention Ambassador's motivations for thing from first book. I was thinking this book would explain it when they would reveal how players' choices regarding that thing from first book would pan out, but this book doesn't do that. I assume they might explain it in third book, but if I had started to run this game before all parts would have been released, well, I would have to had make guesses based on Ambassador's alignment when portraying him and his reactions to PCs' questions :P


    CorvusMask wrote:

    Oh yeah, another thing I'm bothered by that I forgot to mention before:

    This book doesn't mention Ambassador's motivations for thing from first book. I was thinking this book would explain it when they would reveal how players' choices regarding that thing from first book would pan out, but this book doesn't do that. I assume they might explain it in third book, but if I had started to run this game before all parts would have been released, well, I would have to had make guesses based on Ambassador's alignment when portraying him and his reactions to PCs' questions :P

    That pretty much applies to every AP though.

    Dark Archive

    Pathfinder Starfinder Roleplaying Game Subscriber

    Yeah, thats why my modus operand is that I read every part of AP before moving onward, but I can't think of any single AP part I've read with "Character does something PCs might be suspicious of, but adventure doesn't explain why at all or what is their goal" <_< Usually adventure part of AP parts is self contained enough that you don't need to know what happens later on to understand what is going on, knowing what is coming ahead is great for foreshadowing though.

    Silver Crusade

    4 people marked this as a favorite.
    Pathfinder Adventure Path Subscriber

    Running an AP without reading the entire AP is *always* a bad idea. An adventure might be self-contained and you decide to kill off an NPC and then discover 2 books later that they are pivotal to the adventure. Or any of the other dozen problems that might arise from not reading the whole thing before you run.

    Dark Archive

    Pathfinder Starfinder Roleplaying Game Subscriber
    Gorbacz wrote:
    Running an AP without reading the entire AP is *always* a bad idea. An adventure might be self-contained and you decide to kill off an NPC and then discover 2 books later that they are pivotal to the adventure. Or any of the other dozen problems that might arise from not reading the whole thing before you run.

    Ye, agreed. But I still think this is one of those cases were you shouldn't need to wait/search for answer in later books.

    Either way, this book is the one that convinced me to stick to my policy of reading all parts first :p I still hope devs change minds about player guides by time all books are released since pact world book and alien archive are both out by then

    Sovereign Court

    Pathfinder Starfinder Society Subscriber
    CorvusMask wrote:

    Oh yeah, another thing I'm bothered by that I forgot to mention before:

    This book doesn't mention Ambassador's motivations for thing from first book. I was thinking this book would explain it when they would reveal how players' choices regarding that thing from first book would pan out, but this book doesn't do that. I assume they might explain it in third book, but if I had started to run this game before all parts would have been released, well, I would have to had make guesses based on Ambassador's alignment when portraying him and his reactions to PCs' questions :P

    Weren't things pretty much explained in the adventure? What questions do you still have that are relevant to the PCs?

    Dark Archive

    Pathfinder Starfinder Roleplaying Game Subscriber

    Its not relevant to PCs, its relevant to GM on how to portray a moment when players try to question related npcs :P

    What I was left hanging was, WHY did Ambassador Nor want that package. Adventure explains what he tells to PCs, what is in package and what happens based on what players do with the package, but never what was the real deal going on. Is he smuggling the package for nefarious reasons, is package actually deserting or what?

    Silver Crusade

    CorvusMask wrote:
    Yeah, thats why my modus operand is that I read every part of AP before moving onward, but I can't think of any single AP part I've read with "Character does something PCs might be suspicious of, but adventure doesn't explain why at all or what is their goal" <_< Usually adventure part of AP parts is self contained enough that you don't need to know what happens later on to understand what is going on, knowing what is coming ahead is great for foreshadowing though.

    Based on the part I bolded above, I'm assuming you've never read Rise of the Runelords. Book 1 introduces an innocent seeming NPC, who becomes a major player in book 2. The GM really should know his back story and details from book 2 before running book 1, to get everything right in how to handle him.

    Dark Archive

    While i agree that waiting for part 5 or 6 to be out before beginning to read/prepare an AP makes for the best coherent roleplay experience, it's a much more difficult thing to do with this first Starfinder AP, as one has to wait 11 months instead of the usual 5 until the last part releases.
    Also with 64 pages instead of 96, it feels shorter than a Pathfinder AP, which level-wise it actually is.

    On the other hand, i don't think this AP is breaking down after book #4, as most Pathfinder APs i took part in did.

    Dark Archive

    Pathfinder Starfinder Roleplaying Game Subscriber
    Fromper wrote:
    CorvusMask wrote:
    Yeah, thats why my modus operand is that I read every part of AP before moving onward, but I can't think of any single AP part I've read with "Character does something PCs might be suspicious of, but adventure doesn't explain why at all or what is their goal" <_< Usually adventure part of AP parts is self contained enough that you don't need to know what happens later on to understand what is going on, knowing what is coming ahead is great for foreshadowing though.
    Based on the part I bolded above, I'm assuming you've never read Rise of the Runelords. Book 1 introduces an innocent seeming NPC, who becomes a major player in book 2. The GM really should know his back story and details from book 2 before running book 1, to get everything right in how to handle him.

    Hmm, thats true,(and yes, I've run RotR), but though in that case at least unless player's for some reason just decide to kill the guy, you could run the guy as written without being inconsistent with revelations that come from later on. Well, to some extend <_< I could see something like players going with him when he says he goes to Magnimar because Gm doesn't know where he actually goes to, but as long player's don't do anything unexpected, you don't really need to know what happens to him as long you don't add your own scenes about the guy.

    Silver Crusade

    John it sounds to me like the title for this book was taken form the orginal Battlestar Galactica, is this the case?

    Paizo Employee Organized Play Lead Developer

    1 person marked this as a favorite.
    Lou Diamond wrote:
    John it sounds to me like the title for this book was taken form the orginal Battlestar Galactica, is this the case?

    Although I wrote this adventure, I was not involved in creating the title. I can see some after-the-fact similarities with the Battlestar Galactica universe, but I don't believe those were intentional. At the very least, Battlestar Galactica did not play a conscious role in how I approached, designed, and wrote this adventure.

    Grand Lodge

    3 people marked this as a favorite.

    Are we going to see the Chronicle sheets for this anytime soon? Thanks!

    Brilde

    Scarab Sages

    1 person marked this as a favorite.
    Pathfinder Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game Subscriber

    Going to +1 on Brilde's comment about knowing if/when the 2nd chronicle sheet might be released.

    Thanks!

    Jim


    Maybe I'm missing something but how do you not produce enough of a product in the first run to cover your pre orders?


    They still have a print option for purchase of this adventure...


    And despite having subscribed in August I still don't have mine...


    I would make a thread in the Customer Service forum about that then.


    Pathfinder Starfinder Society Subscriber
    Daemoro wrote:
    And despite having subscribed in August I still don't have mine...

    You might want to contact Customer Service about it then, so that they can give your subscription a kick....

    Silver Crusade

    What's the official level range for this in SFS organized play?

    Scarab Sages

    Jesus Paizo, I love your proucts but who the heck was asking for *more* skill challenges after 4e bombed?


    Lot's of people probably.

    (Those aren't new to Starfinder, they're throughout 1st Edition Pathfinder as well).

    Scarab Sages

    I guess they were better disguised I guess? I went through a two-hour long slog of rolls with no real discernable purpose aside from "don't be near those dino-creatures"

    Sorry, this is very bitter post but it was just soooo boring as a player

    Liberty's Edge

    Pathfinder Adventure, Adventure Path, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

    So discovered the fight(s) at the Stargazer are killer. Almost had a TPK when Event 5 happens after the Cult ambush.

    Fortunately for the rest of the party, the remaining monster decided the unconscious Envoy was more useful as in incubator than killing the rest of the group.

    Pretty rough end for the Envoy. But at least the group finally decided they need a tank.

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