Caleb T. Gordan's Blood for Blood


Kingmaker

Sczarni RPG Superstar Season 9 Top 16, RPG Superstar 2015 Top 32

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Vordakai slain, and the lost Shory city of Uldavai found, the party went about a few months of kingdom building. I made the mistake of handing one of the players a list of buildings for Tatzelford and told them that when that list was complete part four would start. Instead of taking the in game year or two like I thought he would, he had it all built in a couple of months.

We half converted over to Ultimate Campaign, but we are waiting on a spreadsheet and/or Hero Lab support so we can benefit from the community stats like Crime, Law, and Productivity. We figure we won't see a Hero Lab support program until the end of the year at the earliest. They are notorious for being behind on products and features like this, but it is understandable why when you consider how small they are and how hard they work just to put out what they have. Meanwhile, we wait for full spreadsheet support. It is half way there, but it still doesn't have all the things we want to use. Until either one is available, we are somewhat forced to stick with old rules.

The Rushlight Tournament
Lets be honest, the kingdom should be sent invitations at the time they reach 80+ hexes. Learning about the river nations and their neighbors will make transitions easier later. It also provides a good introduction to both Baron Drelev and King Irovetti. Lastly, if the PCs think they are on friendly terms with Irovetti, his attack will be an even more biter betrayal and will have more of an impact.

The first tournament should happen before Drelev attacks but after his small nation becomes a vasselage to Pitax. Irovetti is pretty steamed that the baron didn't put up a fight but is pleased that he is able to play with him. He forces Drelev to the tournament and has him go through many of the events hoping to see him humiliated. Drelev is pretty angry at this but goes with it, knowing that his life is in Irovetti's hands and satisfying the king now will be easier in the long run. The Barroness, on the other hand is loving it. The tournament has been a chance to show off her wealth and socialize with other River Nation leaders. She also enjoys seeing her husband taking a beating after he failed as a man to put up a fight.

In comes the PCs. In my game they rode in on hippogriffs, prized kameland stallions, and a couple of trained rocs. They have been showing off every opportunity they could, but haven't been spending the gold to really back it up. They were given a good place to camp, but failed to pay for any of the extra bells and whistles. As a result,the other nations view them as silly wannabes. They have the wealth, they power, but they clearly don't know what to do with it or how to show it off.

Here are some ways a party could spend some wealth to gain some fame and prestige in the River Nations:

(Note: We are not yet using the Fame/Infamy system. We will be eventually. Don't add all of the fame together, instead average out the fame they gain from the ways available. For example, if they had four opportunies to gain fame and gain 1, 2, 2, and 3 fame during those times the average would be +2 fame.)

Lodging at the Tournament

  • Average - Costs nothing, -3 Fame, consists of a plot of ground for a camp you set up. It is on the outskirts of the tournament and isn't the most convienent for supplies, water, or events.
  • Above Average - 500 GP, +0 Fame, The site is closer to the tournament and already has a makeshift area for animals.
  • Grand - 1000 GP, +1 Fame, A spot on the Royal Blue, with decent accommodations already set up. (There are some in game bonuses and benefits as well, like the ability to throw your own feast one night.)
  • Royal - 3000 GP, +3 Fame, One of the best spots on the Royal Blue, with beds and accommodation fit for royalty. (I also give some in game bonuses as well, like free 5th level cleric services or a higher purchase limit to buy items in the fairgrounds.)
  • Feasts
    Invitations to special feasts depends on fame score. When invited, it is expected that seats will be bought. Multiple seats don't give you more fame, just the best one.

  • Average seats - no cost, -1 fame. These are just better than seats for low nobility and unfavored guests.
  • Above average seats - 25gp a seat, +0 fame. Closer to the main table, but still little chance of having a conversation with the host.
  • Grand - 50gp a seat, +1 fame. Either at the ends of the main table or very close to it. Conversation with the host is possible if not awkward and public at times.
  • Royal - 100gp a seat, +2 fame. You sit close enough to the host to have private conversations and are given the best service possible.
  • The Fairgrounds
    Bards, criers, and performers may be bought to either increase your fame or decrease the fame of another nation. There are no penalties for not purchasing fame in this way, but it is 500gp a point of fame. It is the same price to try and decrease the fame of another nation.

    Colosseum Seats.

  • Average - 10gp, -1 fame, Hard benches and little or no shade.
  • Above average - 20 gp, +0 fame. Front row seating in favorable section.
  • Grand - 100 gp, +1 fame. A nice private box with good views.
  • Royal - 1000gp, +2 fame. One only a few private boxes with the best view, full service, meals, and very comfortable accommodations.
  • Other awards for spending wealth include easier DCs for Trade and Diplomacy edicts, the possibility of learning more about the other nations, and of course friendlier relations with other leaders.

    When the party first arrived they were greeted by the Master of Ceremonies, who filled them in on the different events and areas of the tournament. He made it clear that he didn't expect much from them and suggested they use the time to spread wealth around and get to know the other nations. The party didn't take the hint and he was displeased by their unwillingness to buy better accommodations. He also explained that the joust was considered the best and highest awarding joust not just in the River Nations but in Restov and Numeria as well. As a result, those nations occasionally sent jousters to compete, and the competitors are in his opinion out of the party's league. This didn't stop the king from entering himself in the joust, which the Master of Ceremonies found humorous.

    Irovetti invited them to a dinner feast, and they failed to understand once again the need to bribe someone for good seats. As a result, they were greeted by him but haven't been able to interact with him. They clearly noticed, as they should have, that Baron Drelev was at Irovetti's table and he wasn't happy about it. It was there that they learned a little about what is going on and heard rumor that he was forced to compete for Irovetti's amusemet. They immediately disliked the Barroness Drelev when I showed them a picture of her, and I really played up her snobbish behavior.

    Tournament Events
    I changed them a bit. There are now five events. Three happen every year and two are always different. Archery, sparing, and jousting happen each year, and this year has a stone carrying event and a trap run. I will post my rules for all of them later.

    The party has a chance to play to the crowd here, especially if they win any of the events. With a Diplomacy check before the event, right when they are announced, they can hype up the crowd in their favor. This really doesn't do anything but I throw a few situational bonuses at them when it seems appropriate. The DC depends on what the audience's attitude is towards the PC's.

    The Fairgrounds
    This is almost as cool and open as the Witch Market, and as a result I want to have some cool entertainments and stalls here. I don't have much to add here right now, but think of this as a colorful market with gambling dens, performers, exotic merchant stalls, and plenty of tents with unusual entertainments.

    Pitax's own bard school uses this to their advantage and actually has small competitions here of their own with bards of other nations. While not as prestigious as the joust or other sporting events, this still is a big deal. My group hasn't explored here yet, but they are sure to notice the competitive spirit even here.

    The Menagerie is a side quest waiting to happen but I don't have time for it in this pass. As it is, this is more of a curiosity than anything else.

    Plot!
    Baron Drelev is certainly humiliated. Not only does Irovetti publicly put him on display as a loser in the games, but he also bets against him and rubs Drelev's failures in his face. Privately, Irovetti even goes so far as to compare his failure to the PC's success. He does this purposefully to goad Drelev into drastic and rash action against the PCs. Later, when Drelev has more personal interaction with the PCs he finds himself embarressed by the truth, but hides it with anger and resentment.

    His wife doesn't help at all. She is jealous of the PCs and is worse than Irovetti in belittling the baron about his failures and comparing him to the PCs. This puts tension on their marriage, which was actually a good one before Pitax tried to attack. At some point during the tournament Daggermark's spy, Lady Maray, shows up and the affair begins.

    This all creates something of a mental break for the baron. He essentially snaps and when he arrives back home he is a different man. He immediately orders an attack on the PC's kingdom out of jealousy and rage. The noble that speaks against it, Lord Numesti, is thrown in the dungeon and his daughter sent to the Tiger Lords, along with several other noble daughters, to secure more soldiers for an attack.

    Now, Drelev gave up control to Pitax and the Tiger Lord barbarians only about a month before the tournament. During that time Armag has been searching for a certain special tomb, and he is pretty close to finding it about the time Tatzleford is attacked.

    But more on that later.


    This is pretty much exactly what I was planning to do, except having the first "friendly" tournament be sometime in the downtime between RRR and VV, and every year after that. This both gives them a chance to get on familiar terms with Varn before he dies, as well as the other leaders and figures of importance, and I can hold off the embarrassment of Drelev until after VV is done - I hadn't considered that being a driving force behind the Tatzylford attack, and now that I've read it it makes perfect sense and I think I'll be borrowing it. Thanks for the advice and suggestions!

    Sczarni RPG Superstar Season 9 Top 16, RPG Superstar 2015 Top 32

    The Tournament

  • Five events total.
  • Each nation may choose to have their representatives participate in any number of events but must have only one person per event. As a result, it is possible for the same representative to participate in all five events.
  • First place in an event will give a nation 5 points. Second place gives them 3 points. Third place gives them 1 point.
  • The joust is special. It gives 10 points for first place, 5 for second, and none for third.
  • There are three events that are always done in the tournament, archery, fencing, and jousting. The other two events are not announced until the first day of the tournament.
  • The first event is always archery, the third fencing, and the last is always the midnight joust. [/list]

    This Year's Contestants:

    Daggermark
    Daggermark now attends each year more out of ceremony than anything else. They are there mostly to take new contracts, gain prestige, and most of all to enjoy the entertainments. They refuse to take contracts for the tournament, so it is one of the few places that people do not have to fear their assassins.

    Drelev
    While technically under the vassalage of Pitax, Drelev is attending under orders to appear like a separate nation. Drelev himself attends but is very closed off to everyone and grudgingly participates in a few events. His wife on the other hand is more than happy to show off the wealth and power she has been enjoying.

    Gralton
    Gralton sends their best hoping to earn prestige, fame, and money from the event. With pressure from within and without, they really need any award money and items they can bring back.

    Mivon
    Being the oldest competetor with Pitax, this is one of the places Mivon settles differences with their neighbor without resorting to war. There may be a few small fights between militia over border disputes, but it isn't uncommon for Mivon and Pitax to make back room bets on the competition that involve land rights.

    Pitax
    The host and creator of the tournament, Pitax is all in it for the entertainment and the information gathering. They also use the tournament to show off, and Irrovetti spares no expense on himself and his party. The tournament also turns a small profit Pitax, and is very good for its economy.

    Restov
    While not part of the River Nations, Restov has enjoyed having Pitax as a trade partner in recent years and they come to increase their relationship with them. They are also attending this year to find out how well the new nations to their south are doing.

    Tymon
    King Ungin has an interest in his nation being dominant in any combat related tournament in the River Nations, and as a result he sends some of his best. He doesn't want to win the Rushlight tournament, but he expects a high overall score.

    Event 1: Aiming at the Target:

    The first tournament event is an archery competition, and occurs on the second day of the Rushlight Tournament. Since this competition is meant to test skill and not magic, each contestant must use one of the masterwork longbows provided by Irovetti. This year has an archery event that mixes speed and skill, with targets on the west end of the arena and archers on the east. Foolish or brave spectators sit a couple hundred feet behind the targets on the west end.

    Contest Rules:

    • In this stage, each contestant is given six arrows to fire at three different targets, each one with two scoring rings and a bullseye.
    • A blue target at a range of 30 feet, a green target at a range of 220 feet (–4 penalty due to range), and a red target at a range of 550 feet (–10 penalty due to range).
    • Points are scored when an arrow strikes and sticks to a target. Arrows that do not deal enough damage to overcome hardness of the targets bounces off.
    • A successful critical hit on a target counts as an impressive bull’s-eye (exact center, splits and arrow, etc.) and is worth +2 points.
    • All shots must be taken in 6 rounds or the shooter is disqualified.
    • If the shooter fires all six arrows in fewer than 6 rounds, he earns 2 bonus points for each remaining round.

    Blue Target (range 30 ft.; AC 11, AC 7, AC 5; hardness 0): This target has a picture of a kobold painted on it. The target itself is made of canvas stretched over straw. A outer ring earns 1 point, middle ring earns 2 and a inner ring 3 points.
    Green Target(range 220 ft.; AC 15, AC 11, AC 7; hardness 2): This target has a picture of an owlbear painted on it. The target itself is made of several layers of thick hide. A outer ring earns 3 point, middle ring earns 6 and a inner ring 9 points.
    Red Target (range 550 ft.; AC 18, AC 15, AC 11; hardness 4): This target has a picture of a dragon painted on it. The target is made of soft wood. A outer ring earns 5 point, middle ring earns 10 and a inner ring 15 points.

    Contestants: The five other contestants are listed below, along with what they do each round. Their stats are listed so strategies may be changed on the fly.

    Archers
    Daggermark
    Ilraith Valadhkani
    Male human rogue 12
    Ranged mwk longbow +16/+11 (1d8/×3)
    Strategy

    Round 1: one arrow at Red, 15 points
    Round 3: one arrow at Red, 15 points
    Round 4: one arrow at Red, one arrow at Green, 16 points
    Round 5: one arrow at Red, one arrow at Green, 25 points
    One round left over, 2 points
    Total Points: 73

    Drelev
    Baron Hannis Drelev
    Male human fighter 6/rogue 6
    Ranged mwk longbow +14 (1d8/×3)
    Strategy

    Round 1: Two arrows on Green, 18 points
    Round 2: One green critical, one miss, 11 points
    Round 3: One green critical, one green hit but no stick, 11 points
    Three extra rounds: 6 points
    Total Points: 46

    Gralton
    Florante Mayank
    Female half-elf fighter 9
    Ranged mwk longbow +18 (1d8+8/19–20/×3)
    Strategy

    Round 1: one green arrow, 6 points
    Round 2: one green crit arrow, 11 points
    Round 3: one red crit arrow, 17 points
    Round 4: one red arrow, 15 points
    Round 5: miss
    Round 6: one red arrow, 10 points
    Score: 59

    Mivon
    Navarathna
    Female elf ranger 9
    Ranged mwk longbow +16/+16/+11 (1d8+1/×3)
    Strategy

    Round 1: Three green hits, 21 points
    Round 2: Three green hits, 21 points
    Four rounds left over, 8 points
    Score: 50

    Pitax
    Villamor Koth
    Male human barbarian 15
    Ranged mwk longbow +17 (2d8/×3)
    Strategy

    One red hit a round, only two are middle rings and no bulls eyes, no critical hits.
    Score: 40

    Restov
    Hermea Medvyed
    Female human ranger 11
    Ranged mwk longbow +19, +14 (1d8+2/×3)
    Strategy

    Round 1: Casts Aspect of the Falcon
    Round 2: One red critical, one red hit, 27
    Round 3: Two red bullseye, 30
    Round 4: One red bullseye, 15
    Round 5: One red strike, but did not stick, 0
    One round left over, 2 points
    Score: 72

    Tymon
    Damanjot
    Male half-orc ranger 11
    Ranged mwk longbow +17 (1d8+6/×3)
    Strategy

    One red middle ring hit a round, no critical hits.
    Score: 60

    Winning: First, second, and third place is awarded to those with he highest, second highest, and third highest scores. If there is a tie, the contestants are given a single arrow and only the red target to shoot at, with the strike with the highest point total winning the tie.

    Event 2: Trap Run:

    Each year the second event rotates between events of skill and an event involving obstacles. This year is a returning favorite, the trap run. Set up in secret and under the cover of large sheets, each contestant has a set of six rooms, each one with an open wall, and each one trapped. At the top most platform is a chest filled with jewels. Contestants are timed, not scored, for this event and the first to return with a jewel wins.

    Contest Rules

    • Each contestant starts at the same time, moving towards the same goal in the center.
    • Magic is allowed but teleportation is restricted. Mundane and alchemical items are also allowed, but no magical items.
    • There are several traps along the run, cleverly hidden, that could incapacitate a runner or toss them from the course. There are also some that attack the runners, dealing non-leathal damage.
    • Because of the timed nature of the event each runner must roll their perception checks to spot traps individually. Runners must decide how many Perception checks to make when they step onto a platform. Each one takes 1d4 rounds. Each successful check detects one trap and they are detected in the order presented below. These are rolled secretly by the GM for the player.
    • Traps do not need to be disarmed to meet any requirements for the event, but doing so will make passage through the run easier. Each disarming takes 2d4 rounds. If you don't disarm them you may bypass but you will have to detect them again on the way back.
    • The chest is locked and needs to be opened as well. Once they have a crystal they must make their way back through their own course. Once they are off the same platform they started on their run is over.
    • If they are expelled from the course by a trap they are disqualified.
    • All attacks deal nonlethal damage. If knocked out by a trap you are disqualified.
    • In the event of all contestants being disqualified, the one who went the furthest in the least amount of time wins.

    The Run
    Platform 1: Three traps. DC 20 to spot each one. DC 20 to disable.
    Trap 1: Pit trap. DC 20 Reflex avoids. Result: Out of the run and disqualified.
    Trap 2: Swinging Axe. Atk +10 melee (axe; 1d8+1/×3).
    Trap 3: Snare Trap. CMB +10, result is grappled condition until escape is made through DC 22 Strength or Escape Artist or by attacking rope with a knife. Escape attempts take 1 round.

    Platform 2: Three traps. DC 25 to spot. DC 20 to disable.
    Trap 1: Pit trap. DC 20 Reflex to avoid. Result: Disqualification.
    Trap 2: Scythe Trap. Atk +12 melee (scythe; 2d4+2/x4)
    Trap 3: Hand Snare on door. CMB +10. Result is grappled condition until escape through DC 22 Strength, Escape Artist, or Disable Device check.

    Platform 3: Four traps. DC 27 to spot. DC 24 to Disable.
    Trap 1: Insanity Mist. DC 15 to spot and disable. Auto hit, insanity mist poison effect.
    Trap 2: Snare trap. +15 CMB. Grappled. DC 24 Strength, Escape Artist, or attacking the ropes.
    Trap 3: Trapped Stairs. DC 20 Reflex to avoid. Effect: Disqualification.
    Trap 4: Arrow Trap. Atk +13 ranged. (arrow. 1d8/x3)

    Platform 4: Four traps. DC 29 to spot. DC 26 to Disable.
    Trap 1: Catapult trap. +17 CMB. Disqualified.
    Trap 2: Numbing needles. Atk +13 ranged. 1d4 Dex damage.
    Trap 3: Bolt storm. 3d6 damage. DC 24 Reflex for half.
    Trap 4: Trapped Stairs. DC 20 Reflex to avoid. Disqualification.

    Platform 5: Five traps. DC 30 to spot. DC 27 to disable.
    Trap 1: Slippery pit trap. DC 24 Reflex to avoid. Disqualification.
    Trap 2: Bull rush trap. +18 CMB. Bull rushed off platform and disqualified.
    Trap 3: Spinning blade trap. Atk +14 melee. (2d6+8/x2)
    Trap 4: Falling ceiling trap. Atk +14 melee. (4d6/x2)
    Trap 5: Arrow storm. 4d6 damage, DC 24 Reflex for half.

    Platform 6: Six traps. DC 32 to spot. DC 28 to disable.
    Trap 1: Hail of Bolts. Atk +15. 5d8 damage.
    Trap 2: Slippery pit trap. DC 24 Reflex to avoid. Disqualification.
    Trap 3: Snare. +18 CMB. DC 26 Strength or Escape Artist. If cut free, take 1d6 points of falling damage.
    Trap 4: Hammer attack. Atk +18 (2d8+10/x2) If successful hit, +15 CMB to bull rush off platform and disqualify.
    Trap 5: Pit trap. DC 20 Reflex to avoid. Disqualification.
    Trap 6: Axe attack. Atk +18 (3d8+5/x3)

    The Chest: Disable Device 28 to open. Resets when closed.

    The Contestants
    I haven't come up with a whole list of contestants yet, but Baron Drelev is also forced into this event. He ends up being thrown out of the course by the catapult trap in Platform 4. He storms off swearing loudly, making obscene hand gestures to those that boo him.

    Event 3: Fencing:

    A popular event that often sees Mivon as the winner, the fencing competition is done with any weapon combination and not just swords. While the fighters are given items that make their weapons deal non-lethal damage, there have been a few serious injuries in the past. While not nearly as exciting as what can happen in the joust, this is one that draws one of the larger crowds.

    Contest Rules:

    • Two fighters face off in three, two minute rounds.
    • They compete in a twenty foot wide ring.
    • Knockouts end a match and the one who performed it wins the match.
    • If a match goes three rounds without a knockout it is decided by points.
    • A strike earns 1 point. Forcing an opponent out of the ring earns 2 points. Tripping a foe earns 2 points. Disarming a foe earns 2 points. Judges are allowed to award points based on "style" which is basically critical hits, inventive tactics, or daring acts, usually awarding 1 or 2 points for each individual act.
    • Grappling is not allowed, and the match will be stopped to separate contestants if it happens.
    • Dirty fighting isn't allowed either.
    • Spells are not allowed in this match. Allies are allowed to cast Cure spells between rounds, but judges will penalize a fighter by -5 points for each non-Cure spell they see being cast by allies or the contestants. If three non Cure spells are cast, the fighter is disqualified.
    • Allies are given only three combat rounds to do any healing or assistance between the match's rounds. The fighters are then given one minute rest time.
    • Judges are allowed to inspect and reject any equipment brought to the ring. Potions, wands, and scrolls of Cure spells are allowed, but other potions, wands, or scrolls will be rejected.
    • This is an elimination event. Fist place is the winner of the final bout, second the loser of the finial bout, and third place is the fighter who didn't make it to the final bout but had the highest total score, with knockouts worth 5 points.

    Contestants:
    Daggermark
    Apollo Petovic
    Ranger 12

    Drelev
    Baron Hannis Drelev
    Fighter 6/Rogue 6

    Gralton
    Max Antal
    Cavalier 9

    Mivon
    Feliks Volkov
    Fighter 13

    Pitax
    Villamor Koth
    Barbarian 15

    Restov
    Andres Aldori
    Fighter 10

    Tymon
    Nikodim Dalka
    Fighter 12

    Winning:
    Unless the PC's contestant wins, First place is Tymon's Nikodim, Second Pitax's Villamor, and Mivon's Feliks coming in third.

    Event 4: Stone Collecting:

    A new event added to the tournament this year, this one has contestants attempting to collect as many stones on their side of the field. This is a test of strength and skill, so minimal magic and magic items are allowed. The event essentially involves all of the contestants competing against each other all at once in a field. In the center of the field is a pile of different sized stones, and the object of the event is to move as many of those stones to your goal as you can. The event is timed and contestants are allowed to interfere with each other's efforts.

    Contest Rules

    • Each contestant has a goal that they start at and must collect stones in.
    • The stones are placed in the middle of the field and come in three sizes. The smallest is 100 lbs, the middle stones are 300 lbs, and the heaviest are 600 lbs. There are 5 of each type of stones.
    • Each stone is a cube. The small stone is 1 cubic foot (one foot on a side.) The medium are 3 cubic feet (roughly one and a half feet on a side.) The largest are 6 cubic feet (roughly just less than two feet on a side.)
    • The entire event is timed at three minutes (30 rounds) and ends when time is up or all the stones are in a goal.
    • Once a stone is in a goal it is out of play and cannot be moved by another contestant.
    • Contestants are allowed to carry, push, drag, and even throw stones, but they may not attack other contestants with them.
    • Stones may be thrown in a straight line. Use the character's ranged attack for improvised weapons (-4 if they don't have Throw Anything,) with a 10 foot range increment. The small stones give an additional -2 to this check and the medium stones give a -4. The heavy stones cannot be thrown unless (miraculously) a character is able to lift one over their heads, and then it imposes a -6 to the roll. The attack roll is against AC 5, and distance is decided by applying penalties from range until it is impossible to hit AC 5.
    • Contestants may move as many as the stones as they are able.
    • Grappling, stealing, shoving, and tripping is encouraged but attacks that deal damage are not allowed. Contestants may be able to get away with one or two non-lethal attacks hidden as rough shoves, but judges who call fouls penalize contestants by 100 pounds for each foul.
    • The rough grassy ground of the arena makes pushing hard, and it takes two full round actions to push the heaviest block 5 feet (the size of the stone means one has to be prone to do this.)
    • There is nothing against contestants helping each other.
    • The winner is decided by the one who has the heaviest total weight in their goal at the end of the event.
    • Contestants are allowed to benefit from one Strength enhancing magic item, but other magic items, like Muleback Cords, are not allowed. Spells are allowed but they must be cast by the contestant on the field within the first round of the event. The contestant must move the stones with their own hands and strength, so spells like Telekinesis or spells that teleport the stones are not allowed.

    The Contestants:

    Daggermark
    Yegina Varudu
    Female human sorcerer 12
    Strength: 20, Max load 800 pounds.
    CMB: +17 CMD: 30
    Strategy

    Yegina looks rather small and frail, and she receives a fair amount of mockery before this contest—mockery she heroically ignores with a smile on her face. She then spends the first round of the contest casting a quickened enlarge person followed by transformation. She spends her time going for larger stones, ignoring the other contestants as she does so.

    Drelev
    Grantog the Mighty
    Male human barbarian 6
    Strength: 24, Max load 700 pounds.
    CMB: +9 CMD: 22

    Grantog rages starting in the first round and then attempts to show off by throwing all of his stones into his goal as well as stealing stones from other contestants when the opportunity arises.

    Gralton
    Kilbaskian Ord
    Male human ranger 10
    Strength: 20, Max load 1200 pounds.
    CMB: +15, CMD: 28
    Strategy

    Kilbaskian starts off by casting Ant Haul on himself. He attempts to carry two or the largest stones at a time, moving onto the medium stones when they run out.

    Mivon
    Dizon Marmada
    Female dwarf fighter 12
    Strength: 26, Max load 920 pounds.
    CMB: +20, CMD: 32
    Strategy

    Dizon attempts to steal stones, preferring to trip targets and pick up stones they drop. She had Improved Unarmed Strike, and thus can take attacks of opportunity against adjacent foes who attempt to pick up stones. She uses all attacks of opportunity to trip foes.

    Pitax
    Villlamor Koth
    Male human barbarian 15
    Strength: 28, Max load 1200 pounds.
    CMB:+22 , CMD: 34
    Strategy

    Villamor rages at the start and then runs to the stone pile. He then takes a couple of rounds and grabs as many as he can carry, opting for medium stones and a couple of small stones. If he has to he will throw stones. On his second trip he will look for opportunities to steal from others. If he finds none he adopts the same strategy of picking up many stones at once.

    Restov
    Barken Garess
    Male Magus 13
    Strength: 28, Max load 2200 pounds
    CMB: , CMD
    Strategy

    Barken casts a quickened Expeditious Retreat and then Enlarge Person on the first round. He then uses his speed and carrying capacity to grab two large or medium stones at once and rush them back to the goal. He will attempt to steal stones if the opportunity arises but isn't active in making others drop stones.

    Tymon
    Timsina Siraj
    Female human cleric of Gorum 12
    Strength: 20, Max load 800 pounds
    Strategy

    Timsina casts Enlarge Person on the first round and then rushes to the stone pile. If there are at least two large stones available to pick up when she reaches the pile she will use her Strength domain ability to increase her carrying capacity to and picks up as many large and medium stones as she can in two rounds before rushing back to her goal. If she is under 1864 pounds she will be able to run with ease to her goal in one round.

    Winning
    We had a blast running this. If your PCs do not have a contestant, just pick three random winners.

    Event 5: The Midnight Joust:

    This is the final tournament event, and the only one to happen at night. It draws the largest crowd, since it is the most likely event for serious injury. The whole field and stands of the Coliseum are lit with everburning torches, and the lists themselves are treated with light spells so that everyone can see each hit. There is an unspoken tradition that the jousters participate drunk, but there is no penalty for jousting sober. All that jousting drunk does is give the sickened condition and amuse the crowd.

    Contest Rules:
    Each jouster is equipped with masterwork competition lances. Riders may provide their own armor and gear, but they must use the weapon provided and shields are not allowed. A heavy horse and a military saddle are provided for anyone who doesn’t have her own mount. The joust takes place in three stages, as detailed below. Each match is three passes, except in the third and finial stage which is done in five passes.

    Stage One:
    The goal of the first stage is to weed out contestants who won't put on a good show. In this stage, each contestant jousts against a Pitax warden (the champion of the previous year’s Midnight Joust—Villamor Koth in this case—does not take part in this aspect of the competition). The order in which the contestants joust is determined randomly. If a contestant is unseated by a Pitax warden, the crowd jeers and that contestant is disqualified. Once all five contestants have gone, the jousting continues, but in reverse order, so that the last jouster gets to joust again immediately. Once all have gone twice, Stage Two begins (this system does give those contestants who go later a slight advantage).

    Stage Two:
    The contestants joust against each other. They get to face each other once, so everyone faces everyone else at least once. At the end of Stage Two, everyone's points are added up and the jouster with the most points is allowed to joust the previous year's winner. Because it is guaranteed that you will face everyone but the previous year's winner, there are often a few matches between rivals that the audience looks forward to more than the finial joust in Stage Three.

    Stage Three:
    The jouster with the most points from stage two faces the previous year's champion. This is somewhat of a test of endurance as much as it is one of skill and strength. The champion is fresh and with full resources, making the task of defeating them even more difficult. The match goes for five passes instead of the normal three, and the winner with the most points wins and is crowned champion.

    Jousting Rules:
    A joust consists of both competitors beginning at opposite ends of the jousting arena (called the lists), then riding toward each other, lances lowered, in an attempt to unhorse the other.

    • Both jousters make Ride checks to determine the order in which they attempt to unseat the other—the jouster with the higher Ride check goes first.
    • In the result of a tie, both strike simultaneously, possibly unhorsing each other in a dramatic clash.
    • When striking the opponent, a jouster makes an attack against them and then a bull rush attempt. The lances are blunt solid wood rods of about two inches thick that deal non-lethal damage and absorb the first 20 points of damage dealt with them. If more than 20 points of damage is dealt they shatter. Critical hits do not deal extra damage, instead they give a +4 to the following bull rush attempt.
    • If the attack hits, a lance shatters, and once damage is dealt the jouster may attempt a bull rush against the opponent. This attempt gains a +4 from a critical hit, a +2 if the jouster has the Unseat feat or the Mighty Charge cavalier class ability, and a +2 if they have the Spirited Charge feat.
    • If the bull rush is successful the opponent is unseated and may attempt a Ride check to stay on the horse. The DC is the Bull Rush check that unseated them. They have a -1 penalty to their Ride check for every 20 points of damage they took in the pass. If they succeed, they are unseated by not unhorsed. If they fail, they fall from their horse, taking 1d6 points of falling damage.
    • If the first jouster fails to unhorse her foe, then the second jouster gets their attack and bull rush attempt against the first.
    • Once they reach the end of the lists they replace their lances and line up for another go.
    • An attack against a foe’s horse is grounds for immediate disqualification.
    • Jousters are held on their side of the lists for 10 minutes before the start of the joust, and none of their allies are allowed to cast any spells on them. They are also hit with greater dispel magic to remove any possible spells cast on them ahead of time. Three rounds before the joust allies and the jouster are allowed to cast spells to prepare, but only 1st and 2nd level ones. If a judge does not recognize a spell they dispel it and any others cast on the jouster before starting them off.
    • Jousters have 2 rounds between each pass, and may rely on two allies for healing or help, however only Cure spells are allowed to be cast and if any other spell is cast the jouster is penalized 5 points.
    • Jousters may call for one 5 minute time out between passes. During this time any spell may be cast on them, horses or equipment changed, or the jouster may council with allies. A greater dispel magic is cast on the jouster right before they reenter the lists.
    • Any dispel checks made by the judges are considered successes.
    • Judges have the right to inspect and ban any equipment brought to the lists. They typically allow scrolls, wands, and potions of 1st or 2nd level.
    • If you are unhorsed you must mount up again and complete any remaining passes for that round. It is possible for a jouster to be unhorsed in all three passes.
    • If a jouster falls unconscious from damage they have a 50% chance of falling from the saddle (even though the saddles are military.) If they stay on the horse it is considered an unseating.

    Scoring is as follows:

    • 1 point for a hit. (Attack hits but does not shatter the lance.)
    • 2 points for a solid hit. (Attack deal more than 20 points of damage and shatters the lance.)
    • 5 points for an unseating. (The bull rush was successful, but the opponent made their ride check.)
    • 10 points for an unhorsing. (Bull rush was successful and the opponent's Ride check failed.)

    The winner of the match is the one with the most points. There are no special prizes for unhorsings in this tournament, such as the loser's horse, but wagers and bets between jousters are allowed and encouraged.

    Jousting Contestants: The competitors in the Midnight Joust are all drunk, save for Reynard Adamic'. Because this event is the most important to the various nations they bring the best they can with the best equipment the nation can afford, and therefore the NPCs who participate are a bit better than normal NPCs of their level.

    I stated out each of the jousters because the rules changed to fit my idea of what a joust should be like. I also changed Pitax's jouster to someone who is way more able to compete in this event. I plan on building a small rivalry between him and a PC cavalier in my game. Reynard is going to tease him mercilessly and goad him into an impromptu and unofficial joust. The PC has a small chance of winning, but I would like to think that he will lose. It will make bringing back Reynard in the war later so much better.

    If the PCs enter the jousting contest, run them through the first two parts. Chances are they won't make it. I haven't yet figured out points for everyone, but will do that soon. If they don't enter the joust, Pitax wins again, with Gralton being second.

    Daggermark:

    Chantal Urena CR 11
    XP 12800
    Female Human (Kellid) Barbarian 2 Ranger (Horse Lord) 10
    N Medium Humanoid (human)
    Init +3; Senses Perception +15
    --------------------
    Defense
    --------------------
    AC 27, touch 14, flat-footed 24 (+8 armor, +4 shield, +3 Dex, +1 natural, +1 deflection)
    hp 106 (2d12+10d10+34)
    Fort +12 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +10, Will +3
    Defensive Abilities evasion, uncanny dodge
    --------------------
    Offense
    --------------------
    Speed 40 ft.
    Melee Lance +15/+10/+5 (1d8+4/x3)
    Special Attacks favored enemies (elves +4, fey +2, humans +4), rage (8 rounds/day), rage powers (ferocious mount)
    Ranger (Horse Lord) Spells Prepared (CL 7):
    --------------------
    Statistics
    --------------------
    Str 17, Dex 16, Con 14, Int 12, Wis 10, Cha 8
    Base Atk +12; CMB +15 (+17 Bull Rushing); CMD 29 (31 vs. Bull Rush)
    Feats Boon Companion (Animal Companion), Endurance, Huntmaster (Horses), Improved Bull Rush, Indomitable Mount, Mounted Archery, Mounted Combat (1/round), Power Attack -4/+8, Ride-by Attack, Spirited Charge, Trample
    Skills Acrobatics +17 (+21 jump), Bluff -1 (+1 vs. fey, +3 vs. elves, +3 vs. humans), Climb +17, Escape Artist +2, Fly +2, Handle Animal +14 (+16 with your animal companion, +18 to force this mount into an Unnatural Aura., +16 with selected animal type), Intimidate +10, Knowledge (geography) +10 (+12 vs. fey, +14 vs. elves, +14 vs. humans, +12 while in forest terrain, +14 while in plains terrain), Knowledge (nature) +10 (+12 vs. fey, +14 vs. elves, +14 vs. humans, +12 with selected animal type), Perception +15 (+17 vs. fey, +19 vs. elves, +19 vs. humans, +17 while in forest terrain, +19 while in plains terrain), Ride +24 (+26 on your animal companion, +28 to force this mount into an Unnatural Aura.), Sense Motive +0 (+2 vs. fey, +4 vs. elves, +4 vs. humans), Stealth +2 (+4 while in forest terrain, +6 while in plains terrain), Survival +15 (+17 vs. fey, +19 vs. elves, +19 vs. humans, +17 while in forest terrain, +19 while in plains terrain, +20 to track), Swim +2 (+6 to resist nonlethal damage from exhaustion)
    Languages Common, Hallit, Kelish
    SQ animal companion link, combat styles (mounted), fast movement +10, favored terrains (forest +2, plains +4), share spells with companion, swift tracker, track, wild empathy, woodland stride
    Other Gear +2 Jousting Mithral Breastplate, Lance, Amulet of natural armor +1, Ring of protection +1

    Drelev
    Baron Hannis Drelev
    Use stats presented in the original adventure.

    Gralton:

    Sir Briannel Paulson CR 9
    XP 6400
    Human (Taldan) Fighter (Dragoon) 10
    LN Medium Humanoid (human)
    Init +2; Senses Perception +1
    --------------------
    Defense
    --------------------
    AC 31, touch 14, flat-footed 29 (+11 armor, +4 shield, +2 Dex, +2 natural, +2 deflection)
    hp 99 (10d10+40)
    Fort +10, Ref +5, Will +4 (+3 vs. fear); +2 Morale bonus vs. fear when beneath banner
    Defensive Abilities bravery +3
    --------------------
    Offense
    --------------------
    Speed 20 ft.
    Melee Masterwork Lance +18/+13 (1d8+10/x3/x2)
    Special Attacks spear training +2/+4
    --------------------
    Statistics
    --------------------
    Str 16, Dex 14, Con 16, Int 8, Wis 12, Cha 10
    Base Atk +10; CMB +13 (+15 Bull Rushing); CMD 27 (29 vs. Bull Rush)
    Feats Greater Weapon Focus (Lance), Improved Bull Rush, Indomitable Mount, Mounted Archery, Mounted Combat (1/round), Power Attack -3/+6, Ride-by Attack, Skill Focus (Ride), Spirited Charge, Trick Riding, Unseat, Weapon Focus (Lance), Weapon Specialization (Lance)
    Skills Acrobatics -2 (-6 jump), Climb -1, Escape Artist -2, Fly -2, Handle Animal +13, Ride +22, Stealth -2, Swim -1
    Languages Common
    SQ banner +2/+1, spinning lance
    Other Gear +2 Jousting Full plate, Masterwork Lance, Amulet of natural armor +2, Ring of protection +2

    Mivon:

    Khristel Cotoio CR 10
    XP 9600
    Human (Taldan) Fighter (Weapon Master) 11
    NG Medium Humanoid (human)
    Init +2; Senses Perception -1
    --------------------
    Defense
    --------------------
    AC 32, touch 16, flat-footed 31 (+10 armor, +4 shield, +1 Dex, +2 natural, +2 deflection)
    hp 87 (11d10+22)
    Fort +9, Ref +5, Will +4; +3 bonus vs. effects targetting a Lance held by you
    --------------------
    Offense
    --------------------
    Speed 20 ft.
    Melee Masterwork Lance +18/+13/+8 (1d8+20/x3)
    Special Attacks reliable strike: lance (2/day), weapon training +3: lance
    --------------------
    Statistics
    --------------------
    Str 18, Dex 14, Con 14, Int 12, Wis 8, Cha 10
    Base Atk +11; CMB +15 (+17 Bull Rushing); CMD 31 (33 vs. Bull Rush, 34 vs. Disarm, 34 vs. Sunder)
    Feats Animal Affinity, Greater Weapon Focus (Lance), Improved Bull Rush, Indomitable Mount, Iron Will, Mounted Combat (1/round), Power Attack -3/+6, Ride-by Attack, Spirited Charge, Trick Riding, Unseat, Weapon Focus (Lance), Weapon Specialization (Lance)
    Skills Acrobatics -2 (-6 jump), Climb +0, Escape Artist -2, Fly -2, Handle Animal +18, Intimidate +14, Knowledge (nobility) +12, Ride +23, Stealth -2, Survival +13, Swim +0
    Languages Common, Elven
    SQ weapon guard +3: lance
    Other Gear +3 Jousting Field plate, Masterwork Lance, Amulet of natural armor +2, Ring of protection +2

    Pitax:

    Reynard Adamic' CR 14
    XP 38400
    Male Human (Taldan) Cavalier 15
    N Medium Humanoid (human)
    Init +1; Senses Perception +0
    --------------------
    Defense
    --------------------
    AC 29, touch 14, flat-footed 28 (+12 armor, +1 Dex, +3 natural, +3 deflection)
    hp 132 (15d10+45)
    Fort +11, Ref +6, Will +5; +4 Morale bonus vs. fear when beneath banner, +0 Morale bonus vs. charm and compulsion spells and effects
    Resist cockatrice's skills
    --------------------
    Offense
    --------------------
    Speed 20 ft.
    Melee Masterwork Lance +18/+13/+8 (1d8+19/x3)
    Special Attacks braggart, cavalier's charge, cockatrice's demanding challenge +15 (5/day), mighty charge, steal glory
    --------------------
    Statistics
    --------------------
    Str 20, Dex 12, Con 15, Int 10, Wis 10, Cha 14
    Base Atk +15; CMB +20 (+24 Bull Rushing); CMD 34 (36 vs. Bull Rush)
    Feats Dazzling Display (Braggart), Greater Bull Rush, Huntmaster (Horses), Improved Bull Rush, Mounted Combat (1/round), Outflank, Power Attack -4/+8, Ride-by Attack, Shake It Off, Spirited Charge, Trample, Weapon Focus (Lance)
    Skills Acrobatics -2 (-6 jump), Climb +2, Diplomacy +20, Escape Artist -2, Fly -2, Handle Animal +20 (+22 with selected animal type), Intimidate +20, Profession (soldier) +18, Ride +23, Stealth -2, Swim +2; Racial Modifiers +3 ride while riding your bonded mount.
    Languages Common
    SQ animal companion link, expert trainer, greater banner +4/+4, greater tactician (outflank or shake it off) 10 rd, moment of triumph +2 (1/day), orders (order of the cockatrice)
    Other Gear +3 Jousting Mithral Full plate, Masterwork Lance, Amulet of natural armor +3, Ring of protection +3

    Restov:

    Lior Surtova CR 7
    XP 3200
    Human (Taldan) Cavalier 8
    N Medium Humanoid (human)
    Init +2; Senses Perception +1
    --------------------
    Defense
    --------------------
    AC 28, touch 12, flat-footed 27 (+11 armor, +4 shield, +1 Dex, +1 natural, +1 deflection)
    hp 104 (8d10+24)
    Fort +8, Ref +4, Will +3; +2 Morale bonus vs. fear when beneath banner
    --------------------
    Offense
    --------------------
    Speed 20 ft.
    Melee Masterwork Lance +10/+5 (1d8+15/x3)
    Special Attacks cavalier's charge, sword's challenge +8 (3/day)
    --------------------
    Statistics
    --------------------
    Str 18, Dex 14, Con 14, Int 10, Wis 12, Cha 10
    Base Atk +8; CMB +12; CMD 24
    Feats Mounted Archery, Mounted Blade, Mounted Combat (1/round), Paired Opportunists, Power Attack -3/+6, Ride-by Attack, Spirited Charge, Weapon Focus (Longsword)
    Skills Acrobatics -3 (-7 jump), Climb -1, Diplomacy +11, Escape Artist -3, Fly -3, Handle Animal +11, Intimidate +11, Knowledge (nobility) +11, Ride +13, Sense Motive +1 (+5 when opposing a Bluff check), Stealth -3, Swim -1; Racial Modifiers +5 ride while riding your bonded mount., sword's skills
    Languages Common
    SQ animal companion link, banner +2/+1, expert trainer, mounted mastery, orders (order of the sword), tactician (paired opportunists) 7 rds (2/day)
    Other Gear +2 Jousting Full plate, Masterwork Lance, Amulet of natural armor +1, Ring of protection +1

    Tymon:

    Damanjot CR 10
    XP 9600
    Half-Orc Ranger (Horse Lord) 11
    CN Medium Humanoid (human, orc)
    Init +7; Senses darkvision 60 ft.; Perception +25
    --------------------
    Defense
    --------------------
    AC 31, touch 15, flat-footed 28 (+8 armor, +4 shield, +3 Dex, +4 natural, +2 deflection)
    hp 98 (11d10+33)
    Fort +9 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +10, Will +4
    Defensive Abilities evasion, orc ferocity (1/day)
    --------------------
    Offense
    --------------------
    Speed 50 ft.
    Melee Masterwork Lance +22/+17/+12 (2d6+10/x3)
    Special Attacks favored enemies (elves +2, humans +6, orcs +2)
    Ranger (Horse Lord) Spells Prepared (CL 8):
    3 (1/day) Cure Moderate Wounds
    2 (1/day) Aspect of the Bear
    1 (3/day) Lead Blades, Lead Blades, Linebreaker
    --------------------
    Statistics
    --------------------
    Str 16, Dex 16, Con 14, Int 8, Wis 13, Cha 10
    Base Atk +11; CMB +22 (+24 Bull Rushing, +24 Overrunning); CMD 29
    Feats Animal Affinity, Boon Companion (Animal Companion), Endurance, Mounted Combat (2/round), Mounted Skirmisher, Ride-by Attack, Skill Focus (Ride), Spirited Charge, Trick Riding, Weapon Focus (Lance)
    Skills Acrobatics +2 (+10 jump), Bluff +6 (+8 vs. elves, +12 vs. humans, +8 vs. orcs), Climb +2, Escape Artist +2, Fly +2, Handle Animal +18 (+20 with your animal companion, +22 to force this mount into an Unnatural Aura.), Intimidate +16, Perception +25 (+27 vs. elves, +31 vs. humans, +27 vs. orcs, +27 while in plains terrain, +29 while in urban terrain), Ride +33 (+35 on your animal companion, +37 to force this mount into an Unnatural Aura.), Sense Motive +7 (+9 vs. elves, +13 vs. humans, +9 vs. orcs), Stealth +6 (+8 while in plains terrain, +10 while in urban terrain), Survival +25 (+27 vs. elves, +31 vs. humans, +27 vs. orcs, +27 while in plains terrain, +29 while in urban terrain, +30 to track), Swim +2 (+6 to resist nonlethal damage from exhaustion); Racial Modifiers +2 Intimidate
    Languages Common, Orc
    SQ animal companion link, combat styles (mounted), favored terrains (plains +2, urban +4), quarry, share spells with companion, swift tracker, track, wild empathy, woodland stride
    Other Gear +2 Jousting Mithral Breastplate, Masterwork Lance, Amulet of natural armor +2, Ring of protection +2

  • Sczarni RPG Superstar Season 9 Top 16, RPG Superstar 2015 Top 32

    a few more notes about the joust. We ran through three passes last week as a test run on he rules. It took only about 10 minutes to do, but that was without the party helping out or any spell buffs up. If the players are focused and know what they are doing it shouldn't take too long to run through each joust.

    I did put the spell shield on each of the contestants, but that was it. You may want to add more spell buffs.

    Sczarni RPG Superstar Season 9 Top 16, RPG Superstar 2015 Top 32

    We ran through the joust. Overall, the joust works great and those that were involved were into it. However, I had two players sitting and doing nothing for a whole session, which is bad. One of them complained and said he really didn't like that the tournament didn't have a group event, or events that they could even win.

    On the topic of winning: While the PCs are supposed to be good, I do not, and still do not after running the tournament, see why they should "win" at everything. Failure and loss are something that should be faced from time to time, and sometimes it needs to be significant. An expectation that just because the PCs are the main characters they should always win is not something I hold to. I agree that they should have the best chance at survival, but surviving and winning are not always the same thing. In this tournament I wanted to show them that they are not the biggest bad@$$es out there and that they have some serious threats they need to prepare well for in the future.

    Unfortunately, players don't see or think like their GMs. A no-win situation is "unfair", even if you actually didn't lose anything but a bit of pride.

    Now, did I make all of the event's no-win? Nope. I actually thought they would win one or two. They won one and were close to winning two others.

    What ended up being the no-win situation is that one player sat for the majority of the night doing nothing. That is something that should be avoided and I kicked myself for allowing it.

    So here is my advice:
    If you run the tournament, only run one event. Let the players pick it, and run through it. If you do all of them you end up risking leaving out too many players. They would be excited for the first event and then loose that excitement as they went on. For the events that you didn't run, judge the winners as best you can and tell the players the results. If this is the first time at the tournament, you should have Pitax or Tymon win overall. Give the players a couple of second or third place wins, but don't let their overall score get high enough to win.

    Then you focus on the RP opportunities at the tournament and build up the characters you need for upcoming story.


    Good call Caleb, I concur as I ran a smaller version in Varnhold a couple
    of sessions ago & should have done the same...

    Sczarni RPG Superstar Season 9 Top 16, RPG Superstar 2015 Top 32

    About a month or two later:

    An opportunity for the general to test his elite men comes up in the East and he heads off with them.

    A week later, urgent word comes from Tatzleford that they need help to be sent immediately.

    Kesten is too far away to reach the town in time. Akiros offers to stay to defend the capital personally. The honor guard for the King offer to go with him if it is possible, but doing so leaves few of them left to watch the queen. The Spymaster requests permission to go and scout out all borders. Jhod asks to come with the party so that he can help. The party must quickly make decisions on who to take with them and how much they can take.

    If the party cannot reach Tatzleford in four days it will be lost. If they arrive on the third day they find the battle in progress. One or two days and they have a chance to prepare some defenses.


    In my case I allowed each kingdom to enter in as many participants as the wished for each event. That allowed all players who wished to participate to participate and nobody sat around doing nothing. For the NPC kingdoms I just focused on the person in each kingdom most likely to win (so 1 hero from each NPC kingdom). That meant player vs player sometimes.

    Those that didn't I played up the catching cheaters angle and had them those guys policing the contests making sure no foul play was happening. Also adding small wagers on the winners/losers of each contest kept players not directly involved at least interested on the outcome.

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