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11 March 2019: How did your RPG session(s) go this week?
Mike Holcomb
United States
Cadott
Wisconsin
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The coolest thing about hanging out with other roleplayers is getting to share interesting or funny roleplay anecdotes, to gush about that cool thing you did in your campaign last week where you rolled five tens in a row and ended the galactic war with your bard's song, how you GM'ed a session and your players ruined all your plans within five minutes, the plot twist that just shattered your PBM, or that thing that happened that made everyone roll on the floor laughing for 10 minutes straight.

I love to read those funny and inspiring stories, so I thought to make weekly a Geeklist for them. A Geeklist so visitors to the rpg item you're playing can get excited about it through some short anecdotes. Feel free to add a link to your session report, as well!

So, how did your RPG session(s) go this week?

(Subscription thread? Ah, why the hell not!)

Also, if you are writing full length session reports to this geeklist, I strongly encourage you to submit them as such under the appropriate RPG or RPG Item. Doing so will get you more GG, earn microbadges, and contribute useful data to the site. See this blog post if you are asking yourself How do I know when I've created a session report?.
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1. RPG Item: Microlite20: Purest Essence [Average Rating:7.33 Overall Rank:3704]
Aaron Tubb
United States
Fuquay Varina
NC
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Played Microlite D&D with my kids for the first time in a while, and we all had fun.

They are a knight (my next oldest), a ranger (my oldest who is currently reading through Lord of the Rings), and a winter wolf (my daughter), trapped in little labrynth based on the first RPG adventure I ever played, modified to be less unfairly deadly and with more interesting obstacles and treasures added.

They escaped a room of spiked walls closing in, traversed a pit, defeated a small minotaur and some sand golems, found some hidden passageways, and solved the riddles of a Sphynx guarding the way out, who also accidentally revealed the secrets of a couple magic objects the players found on some corpses in the Sphynx's room.

Stuff found includes:
-A halfling-sized sentient purple backpack that sings
-An elven sword with a phoenix motiff that bursts into flames when the magic phrase "phoenix rise" is spoken.
-A silver hand that was on one of the corpses where their actual hand should have been. When the ranger picked it up, it immediatley engulfed and replaced his actual hand. Now the ranger can sacrifice a small amount of health to fire off a small bolt of lightning.
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2. RPG: Wrath & Glory [Average Rating:9.38 Unranked]
Doctor Tough
United States
Orlando
Florida
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Albrecht a Sanctioned Psyker and Inquisitor
Lazarus an Inquisitorial Adept from the Adeptus Mechanicus
Jart an Inquisitorial Acolyte
Nuella a Death Cult Assassin
I am GMing

Short session, Nuella's player was absent. The PCs are of course stuck on the planet Aurelian which is currently in the midst of a cultist uprising. We ended last session with the PCs finding out that a prisoner had escaped and strangled a guard. They quickly set off and after some skill rolls were able to track the villain. In a short firefight he was dispatched along with a cultist patrol. When Sergeant Winston returned from his own search it was with bad news: one of his kill team, a battle sister, had died. They'd walked into an ambush and had tangled with Kulko, the leader of the cultist forces in the area. Yeah... the Shadow War: Armageddon mission we'd ran was of course the ambush but the cultists had been able to ambush the ambushers! Kulko had rolled up on one of the sisters with a laspistol and a power maul and that had been that.

The next day they turned their attention to trying to find the Ordo Xenos inquisitor, Paulus. The man was missing, he'd come to Aurelian before they had and the PCs had teamed up with two of his acolytes, the crusader Julian and the inquisitorial stormtrooper Galvis. But Paulus himself was nowhere to be found, allegedly he was looking for some sort of weapon. During their search the PCs talked to some civilians who were resigned that the cult was now in charge. Albrecht reacted fairly animatedly to this and gave a rousing speech (8 successes!). The civilians agreed to help the PCs out, one of them was even an Astra Militarum veteran. The civilians told them that they'd seen another inquisitor just a day before looking for a certain habstack. Lazarus was able to get into the right microbead frequency and contact Paulus after a search. Paulus was pleased that there was a resistance going but was eager to get his weapon. Back at the base he also told everyone the nature of their foe.

Some 75 years earlier a living fleet had entered the Milky Way from the void between the galaxies. It had devoured its way into the Imperium and it was only at the world of Tyran that the Imperium first became aware of what they faced. The creatures functioned off of a hive mind and reproduced by reducing entire planets down to base genetic material that was then "eaten" by the fleet to produce more Tyranids as they came to be known. This invasion, called Hive Fleet Behemoth was stopped only when it reached the Realm of Ultramar. Although broken the hive fleet shattered into smaller "splinter fleets". In addition some of the creatures, called genestealers, managed to escape. These creatures can infect another organism with Tyranid DNA turning them into a kind of half-xenos mutant totally loyal to the genestealer itself. The cult grows taking on these mutants plus uninfected fools. Eventually it rises up which is what was happening on Aurelian. But most terrifying was that the cult will send out a psychic beacon to summon a splinter fleet. If the splinter fleet were to reach Aurelian, all would be lost. Paulus needed to find his weapon. It was agreed that the next target would be the now overrun Administratum headquarters on the planet. There he could find the location of the habstack.
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3. RPG Item: Hoard of the Dragon Queen [Average Rating:7.18 Overall Rank:861]
Clare Cannon
Wales
Trefforest
Mid Glamorgan
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GM: Me
Chris: MelanZeth- Human Bloodhunter
Sarah: Vola -Half-Orc Fighter
Lyn: Chuuitt - Lizardfolk Druid
Paul: Seven Thunders Distant Rain - Tabaxi Monk
Jake: Shote Gunn - Dwarf Cleric
Also Jake: Cora Tealeaf -Halfling Wizard

Session Twenty of our hoard of the dragon queen campaign and the epic conclusion of the campaign, which started as a quick throw together for the summer holidays and ended up running for over 20 sessions!

Spoiler (click to reveal)
Session Twenty One and Voraghamanther the impossible dragon awaits them as they leave the labyrinthine tunnels behind pursuing fleeing kobold straight into the black dragons subterranean cavern lair.
Melanzeth charges headlong towards fleeing Kobolds as the tunnels open up into a cavern, littered with gold and silver, and precious gems. He cuts two down and the third narrowly misses his blade ducking onto one of the numerous warren like openings in the walls here.

Thunder is more cautious. This cavern also contains bleached bones of creatures larger than kobolds would eat, and irritating flies buzzing the air and a foul fetid mist clings inches above the soft ground. He suspects more than just kobolds make their home here. The insects startled by the sudden intruders buzz and sting and bite, thousands of them rising into the air and obscuring vision. Shote also advances cautiously and Cora edges along one wall.

Melanzeth continues to chase fleeing kobolds round a corner and sees a long black tail.... he skids to a halt desperately back peddling on the soft swampy surface, and Voraghamanthar makes his presences known by issuing a primal roar, sending a variety of kobolds scurrying for cover, and then taking a deep breath, which Melanzeth is quick enough to realise means it is about to exhale, so he leaps aside, narrowly avoiding the spurt of hot green acid.

The kobolds continue to harrass the party dropping a skunk into the centre of the cavern, which releases a terrible smell and dropping a box of agitated rats on top of Coras head and stinging scorpions down the back, but the party are wearing down Voraghamanthar.

Chuuitt who is stood well back from the fray in darkness feels the air move behind him, like something very big just missed its attack and shortly afterwards the group realise why Voraghamanther the impossible dragon can be seen in two places at once. Voraghamanthar is actually two identical dragons!

It is a long hard fight and each time a party member falls Voraghamanthar or his twin picks them up and shakes them like a ragdoll before throwing them aside. They taunt the party telling them to cry out, or to plead for mercy... but it is all in vain as finally exhausted the party are triumphant and both black dragons are slain.
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4. RPG: Traveller (Mongoose 2nd Edition) [Average Rating:8.05 Overall Rank:237]
Mike Holcomb
United States
Cadott
Wisconsin
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I launched a new campaign last night for the RPG Meetup - this time we're playing Traveller (M2e)! The campaign is called Corps of Discovery and the premise is fairly simple: A group of travellers is hired as contract scouts to find a safe jump-2 trade route across the unsurveyed Foreven sector.

We spent about 2 hours on character generation, and then got the thing kicked off. We open in The Contrail, a starport bar in the Karin system. The travellers manage to avoid a bar brawl with a group of Kfur-Naek Vargr traders. Later, they are approached by Major Sully Verdens of the Scout Service.

Major Verdens has been given orders to scout a path across the southern half of the Foreven sector to connect Emape to Emtalla. Over the past 10 years, he has launched a dozen scout ships, and none has ever returned. Since there is no FTL communication in Traveller, he has no idea of the cause. So he has come up with a new plan, based on his assessment of the probable risks. Convert a Far Trader to Scout Service specs, with crystaliron armor, double turret, extra power, and enough fuel capacity to hopscotch across 5 hexes. He's willing to convert the ship at Scout Service expense, and provide basic Scout training over the 8 weeks it will take to get the ship ready.

The characters agree, lured by the hazard pay of Cr12000/month. They are really terrible characters to be scouts. One had a solid career in the Marines, one was a physician, and one washed out of the army in a scandal and spent a term as a drifter. None of them had any piloting, vacc suit, or engineering (!). Since it's a meetup campaign, I'll make pregens for new players that drop in, including a pilot and engineer, and we can ghost them for those tasks when extra players aren't there.

We'll pick up play next time from Emape and launch into the unknown!



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5. RPG: Call of Cthulhu (2nd - 6th Edition) [Average Rating:8.21 Overall Rank:2]
Caroline Berg
United States
Washington
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...124 to run fleeing from the mountain. ...125 to use a rope to climb the cliff. ...126 to quickly cast "summon stairs." ...127 to dodge under the falling rocks.
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The Primary Characters:

Jane Hyde, 54-year-old female British secret service agent who is investigating the disruptions of cults anywhere in the world, really.

Frances Slocum, 43-year-old female pilot, took a break after Masks to do saner things, and is back for more adventure!

Dylan Ante, female dilettante interested in the occult, took a break after Masks to seek psychiatric help, but is now "cured" and back ready for action!

Amie Chesterfield, liberal arts major from Paris, France who met Arthur in the previous adventure, and they are now married.

Secondary Characters (for when the primary characters die...):

Arthur B. Chesterfield, a male American Ford "automocar" salesman from Detroit. He met Amie in the previous adventure and they got married between the adventures (after she finished her degree).

The Brigadier, 56, member of the RAF, wants to look for occult artifacts to be used by the Royal Air Force.

Brick Bonestone, college journalist, originally got into Tulane college on a rugby scholarship only to discover they had a focus in football, not rugby! Needs a juicy article to complete his degree.

Inkblot (Stalker in the Snow) the Cat.

The Session:

It was one of those sessions where a lot of stuff went down in real life for some of the players since last week... so the first hour of gaming was taken up discussing said twists of fate. That said, they did explore the rest of the Labyrinth of Tears (at least on this level) and held off on pulling any more levers until next week!

Heading back to the passage fork they didn't take last week, they took it this time, and it was unnaturally silent - they couldn't even hear their own footsteps! At the end of the weirdly squishy hall (which they were certain was the throat of a giant worm) they reached an Observatory Room which overlooked the river below - about halfway between the Bridge room and the Waterfall room. Below is a lower Observation Room, which they didn't know how to get to, at least not yet.

Since the room had nothing in it, they began all sorts of speculations on why they would be an Observation Room here, above the underground river. It was speculated that likely it meant the water could be drained and the river used as a road to let people from some other place into the labyrinth, and in fact, the series of levers was some complex diversion system to control who was coming in from where.

Next they head back to the Four Seasons room and take the door on the Winter side, into the Grand Hall. There is a massive table of petrified tiger maple (so called because of the striped pattern of flames the grain of the wood has) which takes up the majority of the hall. It is broken on one end from falling rubble, but the party likes how it looks so much, they take the non-broken section, make a sled to carry it, and harness it to 4-6 yaks so they can take it out of here. The chairs in the room are made of petrified beech wood, thought they aren't nearly as interesting.

This room has two hangings on the north and south walls, and three hangings on the east and west walls. First the party checks what the tapestries are made out of - which is like the spider silk they harvested earlier. Finding a scrap on the floor, it is quite flammable! They take another piece for later. Then the party starts to check all the alcoves. They decide to move counterclockwise, starting to the right of the door where they came in, on the south wall.

The first alcove holds a rusty lever that hasn't moved in a long time. The next alcove holds a dead adventurer with a pack. The party pokes the pack, and it moves! They open it and out shoots a wolf cub, which promptly runs off! But not before Inkblot climbs up the tapestries and stays far out of harms reach!

The next alcove holds a chest of goods and a lot of dust. The fourth alcove holds another lever, this one well oiled. The fifth alcove holds old books written in a language none of the players can read. The six alcove is another door out of the room, and is across from the door they entered. The next alcove holds five sleeping cave bear cubs. The party quickly backs away! The alcove after that holds a momma cave bear, and again, the party backs out quickly and quietly. The final alcove holds another chest of goods, this one less dusty than the last.

They raid some silverware made from unknown metal from the room, and then head through the north door - but they do not get far. There is rockfall blocking the way. The party is sure they can move it safely, but Jane convinces them all (and rightly so) that it is unstable and will fall on them, so they go back to the Grand Hall.

Then they decide to explore the hole in the ceiling. They ask the Snow Stalkers, lead by Barearm, if they can climb and give them some rope to take up so the rest can follow. One of the followers climbs up with no problems. Once out of sight, there is a scream, the rope falls down, and the party decides, nope, they will not go up that way.

So then they decide to explore the paths they didn't take out of the Bridge Room during the previous session. They

[more to come later]
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6. RPG: Basic Fantasy Role-Playing Game [Average Rating:7.33 Overall Rank:147]
Michael Lawing
United States
Lexington
South Carolina
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Played in my first game of Basic Fantasy!

One of the 3 players dropped out, so it was me (Belmin Falser, Halfling Thief) and a Human Paladin named Edvard. We played in the DM's own world.

We met by chance inside the Dirty Duck, a pirate ship that was crashed on land and converted to a tavern/inn/brothel. Belmin partook in some lascivious activities while Edvard came in looking into some of the recent disappearances in the area - clearing undead being his divine mission. While in the bar, Belmin was called over to back up the bartender while he spoke with the paladin.

The group was attacked by a pair of ghouls. The combat flowed pretty well and I was impressed overall with the game's simple mechanics -- I think it would be easier to teach than my usual 5e for a newcomer. We survived. After investigating, it was obvious that one of the undead was a regular of the tavern. We were sent below to the pirate caves to check on the crew.

We narrowly avoided a pressure plate trap. When we made it to the cavern beneath, there was a conversation about the ghouls escaping. The paladin charged in and we began a second bout of combat. We were successful. My character lost all of his daggers and was in too close to use his shortbow. I was allowed to improvise throwing my iron spikes and the final kill was actually one of the spikes going down a creature's throat.

I'm ready for more basic fantasy!
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7. RPG Item: Dungeons & Dragons Starter Set [Average Rating:8.10 Overall Rank:47]
Michael Lawing
United States
Lexington
South Carolina
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This wasn't within the core adventure, but we are still playing in LMoP (our 14th session together).

Status with spoilers:
Spoiler (click to reveal)

Our group has defeated the redbrands in Phandalin and are aware of threats of orcs to the east, undead to the north, and are headed north to see a contact about the location of the black spider to then find Gundren. A lot of our campaign is out-of-scope from the books, though I've not read the starter adventure myself (I want to be surprised!).


This session was pretty much just a random encounter. We'd ended the night two weeks before with our group bedding down in camp off the Triboar Trail. Partway through the night with a Tiefling Rogue taking watch, a giant ice storm spell hit our camp. Everyone took damage, but the rest of the party made their saves. As a squishy, sleepy Gnome wizard, I took 25 damage with 22HP and went out cold. The bard grabbed me in my bedroll and carried me to safety as the session ended.

This week we started in initiative. The bard cured me with Mantle of Inspiration. My reaction movement was spent getting up, but I was partially healed and ready. We moved forward. The monk moved out way ahead.

The enemy was a hobgoblin caster floating 40-50 feet up, a hulking hobgoblin, and 4 armored hobgoblin fighters. After some stealth movement from the front ranks and some outright running (we were 120' away to start), the Tiefling Rogue hit the caster with an arrow, broke his concentration, and caused a significant amount of fall damage.

The big hobgoblin, described like a barbarian, came forward and made some grunting warcry motions and our party decided he was like Mel Gibson in Braveheart. We named him Melg (which was extra funny when we found a scroll of Melf's acid arrow on the caster).

Combat was difficult. The caster was heavily damaged from the fall, thankfully. The large hobgoblin was in half plate and got cooked by the bard's burning hands spell. Towards the end, I reanimated the big one and two of the smaller hobgoblins with a spell called Lichcraft from a third-party spellbook Wonder & Wickedness. We adapted it to be 1 undead, 1 HD, and 1 hour per wizard level when cast. I love this since I can't cast animate dead for several more levels. They're essentially minions with this 1st level spell and there's a 1/6 chance that they'll open a portal to hell or 1/6 chance that they'll try to attack me when the time limit expires...

The group were revealed to belong to a mercenary combat wizardry group and they had a wanted poster type scroll with our party's description on it. Loot included a silk rope of climbing, acid resistance potion, melf's acid arrow scroll, some swords, longbows, random jewels, ruined half plate (it had cooked hobgoblin in it). I believe the DM randomly rolled all of the combatants and loot, though he improved them to look like a cohesive unit. It was a great and memorable session with some really creative and seasoned players. I love my group.
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8. RPG: Pathfinder Roleplaying Game [Average Rating:7.44 Overall Rank:50]
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Shorter session than normal. One of the new players lost internet for half an hour so we just futzed around until he came back. I think I managed one or two stages of Argonauts Agency while waiting.

Dramatis Personae:
Davor, half-orc rogue/inquisitor
Malek, half-orc barbarian (typo: half-roc barbarian; now I'm curious)
Thorgrim, dwarf warpriest
Salona, tiefling sorcerer
New:
Entropy, elven arcanist
???, samsaran oracle

We find ourselves in town after a week of downtime when we hear a scream from the east side of town. We run over and see a giant bowling people over while running toward town. We are aware that the town's mine has occasional issues with giants so we assume this one had recently been run off from the mine. We spring into action, the healer pops a life link, and the beast gets dispatched before even making an attack.

Okay, I guess we should check in on the mine.

We arrive and find that they don't want our help. The guard on duty says he gets paid the same either way, his job is to keep the mine safe. He apparently doesn't care if, due to his actions, people in town may be injured or killed. Alright. We peace out and let the guy sleep in the bed he made. Davor makes use of his newfound stern gaze ability and bores holes in the guy as we leave. Maybe he'll rethink having to have us clean up his messes?

We have to pass back through town to reach "our" manor so Thorgrim notifies the guard's organization of what went down. We reach the manor uneventfully and set about ransacking the remaining rooms after the party identifies the shoes that we found last time. Including the shoes, we find ourselves in possession of a pair of boots of elvenkind, a cloak of elvenkind, a necklace of fireballs, a belt of giant's strength (the +2 version), a pair of goggles of minute seeing, and a robe of useful items. Being the acrobatic lockpick that he is, Davor is given the boots and goggles. I'm probably going to give up a few shares of gold for this.

Commence exploration! We find a room. I don't recall what's in it. We explore more, dispatch a wooden construct, and find another room. This one is actually the master bedroom. It's giant. On the south side is a pentagram. On the north side is a large table covered in books and papers. Both seem to be related to teleportation somehow but we're not sure how to work it except to note that we need keys of some sort.

What's this? Davor opened a chest and found a keyring? We'll revisit this once we clear the mansion of all of the weird hostilities, I suppose.

Thorgrim manages to find a secret door. Following it, we reach an absolutely massive library that contains nothing hostile for once. We wander around some more and Thorgrim uses his dwarf senses to find a secret room behind the fireplace. This reveals a spiral staircase that links up to the smaller library on the first floor. Neat.

Bit of a quick session. Afterward, the unnamed samsaran quits and we find ourselves again with two partial healers.
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9. RPG: Legend of the Five Rings Roleplaying Game (5th Edition) [Average Rating:7.19 Unranked]
William Hostman
United States
Alsea
OR
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I've been Banished to Oregon... Gaming in Corvallis, living in Alsea... Need gamers willing to try new things...
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The Splattered Imperium
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The Saturday Group..
Present
C as Hida Iwao
TH as Isawa Ayame
MD as Hida Sugi

Absent (sick)
CC as Iuchi Tobias


Sugi, Tobias, and Ayame were in with Nana, who was reaching below the floorboards... and comes up with nothing. They don't overreact... They do note that Nana of the scorpion-tat was reaching for a (missing) daishō... and realize the ones in the Gokenin's house are the ones she stole.

Hida Iwao is catching up. He finds the half boiled coy-pond, and begins to dig a foundation...

He meets Keiko the Dōshin. She boldly asks after his wife.
Spoiler (click to reveal)
note: Iwao is older than the other PCs - mid 20's - and so the 30-ish Keiko isn't being creepy.
She seduces him.
Spoiler (click to reveal)
C decides to give in to his Ninjō - the search for a family. She may be a peasant, but a child would be worth it...
There's a fade to black, and a roll for some information... She reveals her father was a ji-samurai.

That evening, they revisit the house, and the two shugenja (Iwao and Ayame) commune with the stolen swords that the former Shosuro stole when she fled Shosuro Castle with swords not her own... and they say that they belong to ... Sugi.

Sugi and Ayame return... A few discussions later, each camps out separately...
Ayame with the mutually abusive couple (to prevent further abuse while she's in town).
Iwao with his future inlaws.
Hida with another family

And when they wake, each house they were in is missing someone.

They go up the hill, and of course, find them - dead but not resting... Cue another fight with zombies.

That night, they take places on the roofs of several buildings... and spot the maho-tsukai with Their bowl of rabbit blood, and several rabbits, attempting to turn more... Akio (a hermaphrodite) doesn't feel they fit in, and so is taking it out on everyone - a few at a time... Afflict them, mind control them, then kill and raise them.

So, as they assault Akio, Akio manages to inflict Afflicted on Sugi... and they control Sugi... "Sugi, Smash!" (points at Iwao.)

Cudos to MD for playing it up. A tough fight, resulting in a KO'd sugi, and a dead Akio. But there are still 2 more murderers to find.

MD also wants to know the blades names...
Great session!

Researching naming, named blades are not easily found online, so I'm going to use:
サソリの小さな刺傷。 Sasori no chīsana shishō.
サソリの大きな刺傷。 Sasori no ōkina shishō.
Big and little sting of the Scorpion
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