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Thread: Critters II!
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2010-10-09, 02:28 AM (ISO 8601)
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Re: Critters II!
I would say awesome but I hate grapple rules. Good idea though. Really great idea, makes you worry about a grapple more against a mook. (Which I think these will still be, just epic mooks.)
Having trouble writing up hard stat blocks but I'm doing a lot of sharing ideas and soft mechanics lately.
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2010-10-09, 07:14 AM (ISO 8601)
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Re: Critters II!
got bad news my friend. I had some pics to scan and monsters to get statted out but alas, my computer got the plauge and died.
so I cannot not give you the pics...
BUT! I recon I can still make a humble request?
remember the netherking and his temple in the nightcloud mountains? yeees... I need guardians for it, formed out of the very clay in the walls of some of the caves there, full of bones and old, foul magic.
these guardians would be clau creatures with long tentacles instead of arms (10 foot reach methinks) they have the ability to dance, which creates several magical effects (such as making faces come out of the mud and bite the PC#s)
Think you can cram that in a cr4 creature?
.................................................. ............
speaking of which... I cant find the critters 1 thread.
is it still around?Last edited by Shademan; 2010-10-09 at 08:08 AM.
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Originally Posted by Celesyne
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2010-10-09, 04:15 PM (ISO 8601)
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Re: Critters II!
On the fist page of this thread in the first post theres a link to it at the very top.
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2010-10-09, 08:23 PM (ISO 8601)
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Re: Critters II!
Wow. Can't honestly say I've seen so many critters in one place. I don't actually have time to read the entire first thread, but I'll be trying!
More beholders!
More beholders!
More beholders!
More beholders!
More beholders!
Ah, yes. Who needs a Monster Manual when they've got Bhu?Demilich avatar by Smuchmuch. Thank you VERY much!
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2010-10-10, 01:45 AM (ISO 8601)
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Re: Critters II!
Last edited by Bhu; 2010-10-10 at 02:04 AM.
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2010-10-10, 05:19 AM (ISO 8601)
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Re: Critters II!
very well...cr 5 then?
do what you must. but since they are for an E6 game it would be rather... uhm... if they were too powerful.
imean, the players are gonna be about level 4 when they encounter them, tough they will have a lv5 npc with them at that timeLast edited by Shademan; 2010-10-10 at 05:24 AM.
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Originally Posted by Celesyne
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2010-10-10, 09:39 PM (ISO 8601)
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2010-10-10, 11:23 PM (ISO 8601)
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Re: Critters II!
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2010-10-11, 12:48 PM (ISO 8601)
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Re: Critters II!
I've made it to page 41 of the old thread.
I see someone requested Bert and Abner's stats.
You posted a link, said you statted up their niece, and would do them later.
still no sign of them here, or in that link.
are they in pages 42-50, or still not done?Demilich avatar by Smuchmuch. Thank you VERY much!
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2010-10-11, 12:57 PM (ISO 8601)
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Re: Critters II!
I forgot about them :facepalms:
I'll have to get working on that...Revised avatar by Trixie, New avvie by Crisis21!
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2010-10-11, 06:28 PM (ISO 8601)
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Re: Critters II!
after looking at the Epic Zombie template, i must ask, when you get round to the inevitable Epic Skeleton template, can the example character be Dead Tom from muppet Treasure Island?
Please?Mine is not so much a Peter Pan Complex as a Peter Pan Doom Fortress and Underground LairTM!
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2010-10-12, 12:09 AM (ISO 8601)
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Re: Critters II!
Epic Zombie is almost done cept CR.
Think CR 4 is okay for the purple people eater?Revised avatar by Trixie, New avvie by Crisis21!
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2010-10-12, 10:02 PM (ISO 8601)
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Re: Critters II!
You asking the requester or the crunchers?
As a cruncher, no idea.
As the requester, doesn't seem unreasonable to me. He's not exactly a big threat (unless you happen to be a purple person).The Iron Avatarist Hall of Fame!
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2010-10-12, 11:19 PM (ISO 8601)
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Re: Critters II!
I was pretty mcuh asking whoever, but I did very much want your input yes.
If you guys think the CR/LA for Epic Zombie is good I shall do up the next requests (and perhaps a Chibithulhu if there is time).Revised avatar by Trixie, New avvie by Crisis21!
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2010-10-13, 12:54 AM (ISO 8601)
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Re: Critters II!
Should the epic zombie maybe have command over normal zombies instead of just having them defend him?
I think that the LA is fine just looking at it (high actually, I'd put it at six but you have to balance this against vamps so against the system it's perfect), although I think the challenge rating bump may be a little low. This turns melee brutes into unstoppable juggernauts of death. I think at higher CRs it will mean little but at the lower ones (you can get 21HD pretty early) it's obscene. This is a bit of an issue with the system itself though I suppose.
So thinking through all that I suppose it should stay where it is.
And with your permission I'd love to write a few stories using that template. It's really quite cool. (This is why I read your work usually, it has some awesome writing fodder, there's poetry based on your work.)Having trouble writing up hard stat blocks but I'm doing a lot of sharing ideas and soft mechanics lately.
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2010-10-13, 03:33 PM (ISO 8601)
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Re: Critters II!
Sure go ahead.
Poetry? O_oRevised avatar by Trixie, New avvie by Crisis21!
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2010-10-13, 03:36 PM (ISO 8601)
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2010-10-13, 09:42 PM (ISO 8601)
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Re: Critters II!
Can you send me the Bert and Abner ones?
Shademan what do you want your critter called?Revised avatar by Trixie, New avvie by Crisis21!
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2010-10-13, 10:03 PM (ISO 8601)
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Re: Critters II!
I'll have to find them. They're scattered in a million or so different places.
Having trouble writing up hard stat blocks but I'm doing a lot of sharing ideas and soft mechanics lately.
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2010-10-14, 04:41 AM (ISO 8601)
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Re: Critters II!
fiddlesticks! I didnt think of that...uuuh....clay guardians?
no thats boring... the watchers in the wall?
hmm...abit cheesy, but cheese is good and tastyNeed a setting for your game? a character concept? any gaming related ideas? I make far to many to eat up myself, and therefor I am willing to share them. Free ideas! Get yer fluff here! PM me.
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Originally Posted by Celesyne
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2010-10-14, 09:07 PM (ISO 8601)
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Re: Critters II!
The Watchers in the Wall
Medium Elemental (Chaos, Earth, Evil)
Hit Dice: 5d8+15 (37 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 18 (+8 Natural), touch 10, flat-footed 18
Base Attack/Grapple: +3/+9
Attack: Tentacle +9 melee (1d8+6)
Full Attack: 2 Tentacles +9 melee (1d8+6)
Space/Reach: 5 ft./5 ft. (10 ft. with Tentacles)
Special Attacks: Dance of the Hungry Earth, Earth Mastery, Improved Grab
Special Qualities: Dark Vision 60 ft., Earth Glide, Elemental traits, DR 5/-
Saves: Fort +7, Ref +1, Will +2
Abilities: Str 22, Dex 10, Con 16, Int 11, Wis 12, Cha 11
Skills: Listen +7, Spot +7
Feats: Alertness, Power Attack
Environment: Any
Organization: Solitary or Group (3-6)
Challenge Rating: 5
Treasure: Standard
Alignment: Always Chaotic Evil
Advancement: ---
Level Adjustment: ---
"Beware the walls. There is truly evil magic embedded in them. And it will come for you if you approach it."
The caverns of the Netherking's mountain are littered with caves containing the bones of victims and old, foul magic gone bad. It is in these places that the spirits of the Earth have become corrupt and rise up possessing the clay and muck to form vaguely humanoid bodies with long tentacled arms that reach for intruders.
Dance of the Hungry Earth (Su): As a Full Round action a Watcher may dance, and if the 'floor' (for lack of a better term) in a 20' Radius around it begins to boil and shift, and mouths with sharp stone teeth rise up to bite victims. Anyone within this area must make a DC 15 Reflex Save (Save DC is Constitution based) or be knocked prone. Anything in the area takes 1d6+3 damage regardless of whether it makes the Save or not (Bonus damage on the bite is also based on the Watchers Con). It can do this from inside earthen walls due to it's Earth Glide ability.
Earth Mastery (Ex): The Watchers in the Walls gain +1 to Attack and Damage rolls as long as they are touching earth or stone.
Improved Grab (Ex): If the Watcher in the Wall successfully hits with it's tentacle take it immediately gets a Grapple Check as a Free Action without provoking an Attack of Opportunity.
Earth Glide (Ex): Watchers can glide though Earth and Stone at their normal Land Speed without leaving a tunnel behind them. If a Move Earth spell is cast in the Area a Watcher is in it is moved back 30 ft. It is also Stunned for 1 round unless it makes a DC 15 Fortitude Save.
Combat: Watchers will generally remain hidden within the walls watching intruders and allow them to pass so they can ambush them from behind. Once they are behind them they use Dance of the Hungry Earth to divide and harass their victims before moving in for the kill.Last edited by Bhu; 2010-10-19 at 01:22 AM.
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2010-10-14, 09:15 PM (ISO 8601)
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Re: Critters II!
Epic Skeleton
Epic Skeleton is an Acquired Template that can be added to any living corporeal creature.
Size and Type: Size is unchanged, Type changes to Undead. Subtypes except Alignment or species (such as Goblinoid or Reptilian) are retained.
Hit Dice: All current and Future Hit Dice become d12's.
Speed: Unchanged. Winged skeletons flight is now a Supernatural ability.
Armor Class: The Epic Skeleton gets a Natural Armor Bonus equal to it's Hit Dice.
Attacks: The Epic Skeleton BAB is now equal to it's Hit Dice, if it wasn't already.
Damage: If the base creature has no Natural Weapons but does have fingers it gains a Claw Attack:
Diminutive or Fine: 1 point
Tiny: 1d2
Small: 1d3
Medium: 1d4
Large: 1d6
Huge: 1d8
Gargantuan: 2d6
Colossal: 2d8
Special Attacks: The Epic Skeleton keeps all Special Attack and Class Abilities except Spells and Spell-Like Abilities. Any Class Ability formerly based on Int or Charisma now gets a +4 Racial Modifier instead. For example if an ability had a Save DC of 10 + 1/2 HD + Cha Mod, it is now 10 + 1/2 HD +4. If the ability normally gets you a Bonus of some sort equal to your Int or Cha Mod you now have a +4. It also gains the following:
Terrifying Appearance (Su): Any living being within 60' of the Epic Skeleton must make a Fortitude Save or take 1d4 points of Strength, Dexterity, and Constitution damage. If the save is made successfully, the opponent is immune to this particular Epic Skeletons Terrifying Appearance for 24 hours.
To Me Mah Mindless Companions!(Ex): All Mindless Undead willingly defend the Epic Skeleton if they are within 120', and will willingly sacrifice themselves to save it by interposing themselves between it and any enemies.
Improved Grab (Ex): If the Epic Skeleton hits with it's Primary Natural Attack (usually it's Slam) it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity.
Choke (Ex): The skeleton may Choke opponents with a successful Grapple Check. This does double it's Claw damage plus double it's Strength Modifier, and if the opponent requires air, it begins to suffocate (See DMG for suffocation rules).
Former Caster (Ex): If the Base Creature had the ability to cast spells, and lost it because of this Template, it gains a Deflection Bonus to Armor Class equal to half it's Hit Dice, and an Enhancement Bonus to all Attack and Damage rolls equal to half it's Hit Dice. It also increases it's Spell Resistance by +5.
Special Qualities: The Epic Skeleton keeps all Special Attack and Class Abilities. Any Class Ability formerly based on Int or Charisma now gets a +4 Racial Modifier instead. It also gains the following:
Turn Immunity (Ex):You are Immune to Turn/Rebuke Undead attempts.
Unnatural Aura (Su): Animals will not come within 100' of an Epic Skeleton, and Panic if forced to do so (they remain Panicked so long as the Epic Zombie is within Range).
Lifesense (Ex): Epic Skeletons may automatically sense Living creatures within 100' as thought they had Blindsight. They also automatically know the strength of their life force as if they had cast Deathwatch.
Spell Resistance (Ex): The Epic Skeleton gains Spell Resistance equal to 14 plus half its hit Dice.
Damage Reduction (Ex): Gains Damage Reduction 15/Bludgeoning and Epic.
Regeneration (Ex): Epic Skeletons gain Regeneration 5. Fire does normal damage to an Epic Zombie.
Unnatural Vitality (Ex): The Epic Skeleton gains Maximum hit points per hit die.
Negative Energy Aura (Ex): All Undead within 60' of an Epic Skeleton gain Turn Immunity.
Immunity to Cold (Ex)
Uncanny Dodge (Ex): Identical to Rogue Class Ability on page 50 of the PHB.
Improved Uncanny Dodge (Ex): Identical to Rogue Class Ability on page 50 of the PHB.
Evasion (Ex): Identical to Rogue Class Ability on page 50 of the PHB.
Improved Evasion (Ex): Identical to Rogue Class Ability on page 50 of the PHB.
Saves: Unchanged.
Abilities: It has no Int or Con score. Dexterity increases by an amount equal to Hit Dice (i.e. if it has 22 Hit Dice it gets +22 Dex). Charisma drops to 1.
Skills: Unlike other Mindless creatures Epic Skeletons retain some skill. They keep all ranks in the following skills (but cannot add more ranks with further Hit Dice or Levels): Climb, Hide, Jump, Listen, Move Silently, Spot, and Swim.
Feats: Epic Skeletons retain all Feats, but do not get more Feats with further Hit Dice or Levels. It also gains Improved Initiative if it doesn't have it already (and Superior Initiative if it does).
Environment: Any Land or Underground
Organization: Unchanged, usually Solitary
Challenge Rating: +4 (+5 if former Spellcaster)
Treasure: None, but if the Base Creature was wearing or carrying any magical items it still has them (though most likely it can't use them)
Alignment: Always Neutral or Chaotic Evil
Advancement: An Epic Skeleton can keep gaining Hit Dice up to double the Base Creatures. If the Base Creature advances by Class Level the Skeleton may possibly advance by Character Levels (see above).
Level Adjustment: +9 (+10 if former Spellcaster)
"Awfully quick for a dead guy."
Epic Skeletons are rarer than Zombies due to being a bit more fragile, but they're mighty tough suckers to hit.
Example of creature using template here:
Dead Tom (21st Level Swashbuckler)
Medium Undead
Hit Dice: 21d12 (136 hp)
Initiative: +17
Speed: 30 ft. (6 squares)
Armor Class: 48 (+13 Dex, +4 Dodge, +21 Natural), touch 27, flat-footed 32
Base Attack/Grapple: +20/+21
Attack: Claw +33 melee (1d4+5) or by Weapon +33/+28/+23/+18
Full Attack: 2 Claws +33 melee (1d4+5) or by Weapon +33/+28/+23/+18
Space/Reach: 5 ft./5 ft.
Special Attacks: Terrifying Appearance (DC 24), To Me Mah Mindless Companions!, Improved Grab, Choke (2d4+7), Insightful Strike +4, Acrobatic Charge, Improved Flanking, Wounding Critical
Special Qualities: Dark Vision 60', undead traits, Turn Immunity, Unnatural Aura, Lifesense, SR 24, Dr 15/Bludgeoning and Epic, Regeneration 5, Cold Immunity, Unnatural Vitality, Negative Energy Aura, Uncanny Dodge, Improved Uncanny Dodge, Evasion, Improved Evasion, Dodge Bonus +4, Lucky, Acrobatic Skill Mastery, Slippery Mind
Saves: Fort +12, Ref +19, Will +6
Abilities: Str 13, Dex 37, Con -, Int -, Wis 10, Cha 1
Skills: Climb +13, Jump +13, Swim +13
Feats: Adaptable Flanker, Combat Reflexes, Deft Opportunist, Dodge, Mobility, Vexing Flanker, Improved Initiative, Weapon Finesse (B)
Environment: Any
Organization: Solitary
Challenge Rating: 25
Treasure: None
Alignment: Chaotic Evil
Advancement: By Class Levels
Level Adjustment: +9Last edited by Bhu; 2010-10-22 at 08:47 PM.
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2010-10-15, 12:59 AM (ISO 8601)
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Re: Critters II!
"Abner and the giant Pigeon"
(Spoiled for your protection)
Spoiler
Abner rode into town all covered in goop
All the pretty farmwives fainted dead
The shopkeep smiled and said
"I warned you about that Dire pigeon poop"
Abner tried to get some soup
And a great keg of beer
But all of the townspeople all steered clear
Of the monster slayer all covered in poop
Abner got sick of smellin' like poop
So he went and took a bath in the stream
A couple seconds later he gave a great scream
When he found out the river ran in a loop
Abner found his good buddy Bert
Bert said "I warned 'bout those stinky birds
But you wouldn't heed my wise ole words"
Abner growled and said "Help me scrape this off or you're gonna get hurt!"
(In my defense, I'm a better dramatic poet, this isn't my best work but it's a nice little timewaster)
Having trouble writing up hard stat blocks but I'm doing a lot of sharing ideas and soft mechanics lately.
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2010-10-15, 07:21 AM (ISO 8601)
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Re: Critters II!
P.E.A.C.H. Please Evaluate And Critique Honestly. Being nicer and kinder doesn't hurt either. Note I generally only critique 3.5 and Pathfinder material.
Please, please, please when using non-core material, cite to the books. There are too many books to wade through to find the one with the feat, special ability or spell you use.
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2010-10-15, 09:25 AM (ISO 8601)
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Need a setting for your game? a character concept? any gaming related ideas? I make far to many to eat up myself, and therefor I am willing to share them. Free ideas! Get yer fluff here! PM me.
The friendly neighborhood gentleman perv is always ready to help!
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Originally Posted by Celesyne
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2010-10-15, 09:28 AM (ISO 8601)
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2010-10-15, 01:36 PM (ISO 8601)
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Re: Critters II!
Well it means I'll finally be statting them out I guess :D
Revised avatar by Trixie, New avvie by Crisis21!
Mah Fluffy Death Critters
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2010-10-15, 10:55 PM (ISO 8601)
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Re: Critters II!
Okay Shademan, what do you think of the Watcher so far?
Also, Epic Skeleton is almost doneRevised avatar by Trixie, New avvie by Crisis21!
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2010-10-16, 05:19 AM (ISO 8601)
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Re: Critters II!
like it so far.
feel free to add other dances if you want
8)Need a setting for your game? a character concept? any gaming related ideas? I make far to many to eat up myself, and therefor I am willing to share them. Free ideas! Get yer fluff here! PM me.
The friendly neighborhood gentleman perv is always ready to help!
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Originally Posted by Celesyne
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2010-10-19, 01:23 AM (ISO 8601)
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Re: Critters II!
I finished up Watchers unless you think it needs more (or less) to be CR 5, or there are changes you want.
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