A first-try scenario: The evil pokémons of the secret cavern
The evil pokémons of the secret cavern
Beware !! The Dungeon Master alone should read this scenario. If you are to be one of his or her players, do not read any more, or your game may be ruined!
Concept : Gloom had heard about a treasure hidden in a secret cavern, and had gone with Mudkip to explore it, but they had been attacked and Mudkip kidnapped. Gloom returns to town to find explorers in order to help him rescue Mudkip and find the treasure. They'll have to cross a forest, then to beat Gabite's gang included a traitor who accompanies the players, and finally to explore the cavern's entrails, defeat the Guardian and become rich!
This scenario has been done for use with the 6 character sheets given with (Klang the cop, Combusken the bounty hunter, Gloom the treasure hunter, Piplup the explorer, Pikachu the poke-human and Misdreavus the robber), as a first-time scenario, but can be played with home-made characters of level around 18-20. Each of the six pokémons proposed can be either male or female at the player's choice.
The scenario
Introduction: If a player has chosen Gloom, you can make him play this short introduction. Gloom starts alone, accompanied by a Mudkip (its and other character sheets at the end of the scenario), in a forest. He is here to find a treasure. In fact, he has found a map several weeks ago which induced the presence of a hidden cave in the core of the Gloomy Forest, and has been asking Mudkip to protect him as he was searching the treasure. Shortly after, Gloom and his bodyguard discover the entrance of the cavern. Now, make his player make a perception roll of 25. If succeeding, he learns that he is being spied on by a Gabite, who suddenly arrives and knock the Mudkip out. If failed, Gloom doesn't have the time to see who was this pokémon. In all cases, Mudkip is kidnapped and Gabite disappears in the cavern, his rocky voice saying to the weak pokémon: “Mudkip is now mine! If you want to save him, go back here with a team, and hurry up! I'll wait for you! Gabite is always waiting for a great fight!”
First part: the Gloomy Forest
After this introduction if it has been played, you can go back to the other players. The sun is shining brightly and pokémons are working busily and noisily when each and every player leave their homes to arrive in town. Let them do a bit of whatever they want to do, reminding them they can buy things at Kecleon's store. If someone plays Klang, Magnezone will come to him with Gloom. In fact, the sheriff has heard of Gloom's story in the Gloomy Forest and he wants Klang to announce it. Magnezone leaves to Gloom the telling of his misadventures, is he played by a player or not. After hearing it, Klang shall warn all the inhabitants of the town, even if he's not in play. He'll have to give information to all explorers who'd ask for them and find pokémons to accompany Gloom, himself if he has to. As the DM, you should make whatever is necessary so that all players volunteer for the mission, since they won't be alone: one of Gabite's gangster has decided to follow the explorers and to thwart their plans. This traitor's specie depends on the pokémons played by the players. The following chart includes only the pokémons given with the scenario, but you should feel free to add a new pokémon which corresponds with the one(s) your players have chosen. Anyway, this chart also shows all the pokémon that supports Gabite in his gang, even if they're not the traitor:
Piplup: Monferno (T1)
Misdreavus: Frillish (T2)
Gloom: Magcargo (T3)
Klang: Seviper (T4)
Pikachu: Graveler (T5)
Combusken: Fearow (T6)
T1 is the traitor if his arch enemy is played by a player, if not, T2 is the traitor if his arch enemy is played by a player and so on... Gabite CANNOT be the traitor, since he is the gang leader and for his identity is known. Each of these foes are presents provided their arch enemy is played by a player, but the lower T is the only traitor.
Example: There are three players. They incarnate Pikachu, Combusken, and Misdreavus, hence the gang's being composed of Gabite, Graveler, Fearow and Frillish. The lower T is Frillish's, which is 2, so he'll be the traitor. If another player had joined the player's group, and if he had played Piplup, Monferno would have been added to Gabite's gang and he would have been the traitor, since he is T1.
The aim of the traitor is to make the explorers go by themselves, so that he can be able to knock them out easier.
Once the team is formed, the explorers may prepare themselves and go to the dungeon. If they want to buy something at Kecleon's shop, here are the items they can buy:
Oran Berry (x3): 200 each
Resurrect Seed (x2): 800 each
Heal Seed: 300
Twig x15: 250 for the lot
Gather Ball: 250
After their bit of shopping, they can go and explore the dungeon. First, they have to go deep into the core of the Gloomy Forest to find the Secret Cave that's hidden in it. When they arrive, it is bright daylight, so they can see easily. Sometimes, trees are so close that it is nearly impossible to get through, as if they were walls. These “walls” allow only three paths at the beginning of the dungeon.
Left path: This path is like a labyrinth of wood. Players shall make a Survival roll of 15 not to get lost. You can also make the players fight Spinaraks and Ariadoses if you want. At the end of the corridor of wood, there is a big Oran berry tree. Players can pick the helpful berries, but beware! They are guarded by Dustox!
Middle path: After a bit of walking, players discover sort of a pond. It is impossible to skirt it, so they'll have to find a way to get through. They can swim across the pond with a Swimming roll of 12, but they may drown if they fail. Another possibility is asking one of the Lotad who inhabits the pond to take them on their head. They will need a success on a Diplomacy roll to gain his sympathy, and then to knock the Venipede gang out which settled at the right immadiately after the pond. Players only need to promise they'll do it, since they need to cross the pond to reach the Venipede's camp, but they may gain XP and story points if they do -even though Combusken would gain story points if he doesn't-.
Right path: Very quickly, players are stopped by a gap. It seems that there isn't any way to get to the other way, but on a Perception roll of 20, they'll see creepers that are long and resistant enough for players to swing on it to the other way. In game's terms, it means that each pokémon who wants to swing on a liana to go to the other side has to succeed an Acrobatics roll of 20. Later on, pokémons who follow this path arrive in the Venipedes' camp. The creepy bug pokémons are fast asleep, so they'll have to be discrete if they don't want to fight. A Stealth roll of 15 is sufficient to sneak away from the camp without harm. Otherwise, they'll have to fight.
All three paths lead to the entrance of the cavern. On the right, hidden behind a huge rock, a chest contains 1 000 pokés and a Force + Ribbon, which grants +3 attack and +2 physical damages to its holder. Once again, after entering the cavern, there are three paths:
Left path: This path is going higher. It leads on a balcony which overhangs the main room and is out of sight of pokémons in this room, but two Boldores are resting in the corridor. As long as they don't feel annoyed, they will stay calm, but Boldores are very touchy. Players will have to roll for Stealth to get through.
Right Path: This path is going downward. Zubats are hanging on the ceiling, and they'll use Supersonic on anyone who tries and break their nap. At the end of the corridor, a huge rock blocks the way to the main room which can be destroyed or moved aside, the last one much more discrete than the first.
Middle Path: This way leads directly to what will be called “the main room”. In this room, Gabite's gang has set their camp. There is a great fire in the middle of the room and many pillars here and there. Eventually, their loot remains in a corner of the room next to an unconscious Mudkip. When the explorers arrive int their camp, the gangsters begin the fight, and the traitor becomes hostile to the players. There is no escape, players have to fight!
Second Part: the cave's entrails
When all members of the gang are knocked out, explorers, bounty hunters and policemon (OK, that wasn't funny) can use their badge to send them into jail. But something's missing. If players are forgetting why they were here, remind them that Gloom was looking for a treasure when he went up there. On a Searching roll of 15, they'll find a weird wall at the end of the room. When looking closer at it, it happens to be a false wall! After removal, a passage is found; the exploration can start!
After a walk in the long corridor, the way divides into two different ways. One of them is very bright and colorful, whereas the other one has its walls covered with ice.
Left Path: Soon enough, walls are covered with crystals of each and every existing color (and even others). Players feel that each step they make leads them deeper into the ground. Suddenly, the corridor extends and they arrive in a big room. There, the crystals have even made big, tough walls which make the room look like a labyrinth. But there's something else that they haven't seen yet: a Sableye swarm lives in this room, that is to say their nest! To be able to run away, players will have to succeed rolls of Survival while defeating the ghost pokémons. Each turn, if they hadn't stopped to fight a Sableye, they have to make a Survival roll. With a result inferior to 7, they have lost their ways and going in the wrong direction. Between 7 and 12, they went in a dead end which forces them to go back, as if they hadn't move this turn. And with a higher result, they succeeded in finding their ways: they are coming nearer from the other side of the room!
For this fight, you will have to count Exploration points. A fumble subtracts 2 points to the player's amount of Exploration points; a failure subtracts one point; between 7 and 12 there is no effect; with a result superior to 12 they gain 1 point, and with a critical hit they gain 2 points. When a character reaches at least 3 Exploration points, they have found their way out of the labyrinth. Each character has his own Exploration points' amount, which can be negative. For instance, at the end of a turn, a player can have 4 points if he had two points and made a natural 20, while another can lose his two points if he rolls a fumble. Nevertheless, if players are exploring alongside and provided they wait each other while involved in a fight, we consider that they're following the leader of the group and that they don't get lost, or at least not individually. The character with the higher value of Survival makes the roll for the whole group and everybody in the group has the same Exploration points’ amount. If one of the pokémons of the group decides to leave it, he keeps the same amount of the group and then goes by himself the following turns. But be careful: there is an unlimited amount of Sableye, and they don't need Survival rolls to find players. They climb on the crystals and take them by surprise. It is no use fighting them, except to gain XP, and if they are numerous enough to surround a player, he can't try and find his way out, hence his not rolling for Survival. Sableyes don't follow the players out of the room. Their only aim is to protect the crystals which are their food.
Right Path: Once they have made a few steps in this direction, they slip: they have walked into some kind of an ice toboggan! Each player who took this path makes a Dexterity roll of 10. If failed, they lose half a d6 damages. At the end of the toboggan there is a huge room whose floor is entirely covered with ice, just like in an ice ring. But there is a noticeable difference: first, there are big holes in the floor that seem deep enough to lost you for years, and secondly, a great many of Sneasels are going threateningly down the walls, eager to throw players in the holes! Once again, you will use the Exploration Points' system. In order to get to the other way, players will have to make rolls of Athleticism, but if they fail these tests too many times, they risk falling into a hole. On an Athleticism roll inferior to 7, the player loses his balance and one exploration point. Between 7 and 12, the player can't move. On a roll superior to 12, the player glides easily and gains one exploration point. On a critical hit, the player wins 2 Exploration points, while he loses 2 points if he rolls a fumble. Each player starts with 0 point, but they can have a fewer amount. When someone gains an amount of three points or more, he has found a way to leave this place. When a player has an amount of -2 or -3 exploration points, he falls in a hole but grabs the wall in extremis. He has immediately to roll for Climbing. With 10 or more, the player finds his way out of the hole and will roll for Athleticism the next turn as usual. If failed, he loses his grip and falls. Next turn, instead of rolling the die, this player loses immediately two Exploration points. When a player scores -4 or -5 Exploration points, -2 points' failure included, the player is falling down the hole. He must make an Acrobatics roll of 20 in order to grip the wall and to get 2 more exploration points. Otherwise, the player is knocked out. If he didn't have any resurrect seed, the player is warped back to town; he won't see a single coin of the treasure. But if he has one, he is warped back to the entrance of the room with 0 Exploration points again. Unlike when players take the left path, they can't help each other glide more easily: each roll and each amount is individual. As you may have understood, Sneasels won't roll for Athleticism; when attempting to attack a player, the target will have -5 to his roll if he just failed his Athleticism roll, which is to say if he didn't get new exploration points the previous turn. If the player was already involved in a fight during the previous turn, he doesn't get minus points. Thus, if the player has failed his Athleticism roll the previous turn and if he tried to attack a Sneasel himself, he'll have the -5 to the matching roll. As for the left path, Sneasels don't follow the players once they have left the room.
Now, players will make their final encounter, which will make the story end. After leaving the crystal labyrinth or the Sneasel's ice ring, players will arrive in a new, simple corridor, longer than any other before. Eventually, they will reach some kind of an anteroom. The way to the treasure is near, but something like stone bars blocks the way. Below the ground, deep enough to prevent players from reaching it but close enough for them to see, the corpse of an ancient pokémon lies, fossilized. As the players will come closer, a deep, powerful voice will be heard, saying: “Adventurers! This is your last challenge! I, guardian of the Treasure, will confront you!” Suddenly, the earth quakes and the fossil get up on his feet, sand and rock flowing down its back. It's a mighty Kabutops that the players have to defeat.
After his losing, he returns to the ground. His final words are “You have proved yourself valuable. You deserve this treasure. Make haste and enjoy your victory, heroes.” Then, the bars fall. The way is clear! Once again, there is a long path, but soon the way is bordered by water. They are in an underground lake. At the end of the way, a great green chest waits for them. When they open it, they discover a huge amount of gold: not less than 100 000 pokés! There is also a map in the chest, which gives players the location to a new dungeon: World's Abyss! This adventure is a success!
Character sheets:
These are the skills and attributes of all the pokémons that players may encounter. The behavior part gives you an example of how you may play these characters, which is often a battle way of acting. When a character has no HPs written on his sheet, he is defeated at the first succeeding attack. XP is the amount of Combat XP shared between the victors of a battle against this pokémon.
Sableye:
Attack: 15; Defense: 11; Spe. Defense: 15; XP: 15; Climbing 15; Perception 12; Stealth 15
Scratch – normal- 1D6+2 – close combat
Astonish – ghost- 1D6+2 – close combat; fear 50%
Shadow sneak -ghost -1D6+2- shot
Behavior: Sableyes are stealthy, territorial creatures. Their aim is to make the players leave their room, in which they have settled to eat the crystals. First, they will surround the players, staying out of their reach. Then, when they’ll be numerous enough, they will use shadow sneak to weaken the intruders without risk. Keep in mind that they’ll always want to prevent players from making their way out of the room. Sableyes won’t leave the crystal labyrinth.
Sneasel: Attack: 12; Defense: 14; Spe. Defense 11; XP: 15; Acrobatics: 13; Athleticism: 12; Stealth: 10
Scratch- normal -1D6+3 – Close combat
Quick attack -normal -1D6+6- momentum 2
Faint Attack -dark -2D6+3 – momentum 1
Ice Shard -ice -1D6+3 – shot
Behavior: Sneasels are nasty, territorial pokémons. They have great fun throwing intruders in the holes of their ice ring. Once a Sneasel climbs out a hole, he will charge the nearest player with faint or quick attack. If they are at close range, they’ll use Shard. They do not attack in groups and do not cooperate with the other Sneasels –they are in a contest of throwing the highest number of explorers in holes as possible with every other Sneasel- but if they see that a player has defeated three Sneasels or more, they’ll get scared and use Ice Shard against him instead of charging him and risking to be K.O.’d. Note that they don’t leave the room to follow the players.
Venipede: Attack: 8; Defense: 6; Spe. Attack: 9; Spe. Defense: 9; XP: 5
Poison sting -poison- 1D6+1 -shot; 50% poison
Toxic -poison- poison -special attack (use special defense and attack attributes to hit or dodge)
Poison fang -poison- 1D6+1 – close combat; 50% bad poison (roll a D6; on a 4 or more, the target is badly poisoned. Each turn, he loses 6 HPs. The target may make a Save roll to ignore poison each turn)
Behavior: The Venipedes of this forest have formed a gang a few months ago and terrify the pokémons of the surroundings. There are two ways to encounter them: either by getting one’s way to the other side of the hole and taking them by surprise, or being oneself surprised if crossing the pond. A player which crosses the pond must make a Perception roll of 17 immediately afterward in order not to get stunned by the Venipedes. If so, the player will be tied with a rope and surrounded in the Venipedes’ camp. Venipedes surround their prey and then poison them. They make two circles around him, the first using close combat attacks and the second using range attacks, so that they aren’t risking their life.
Dustox: XP: 30; HP max: 12; Defense: 14; Spe. Defense: 8; Attack: 8; Spe. Attack: 12
Confusion -psychic- 1D6+4- 50% confusion
Toxic -poison- poison -special attack
Bug buzz -bug- 2D6+4 -momentum 1; 50% armor –
Behavior: Dustox has settled in the Oran berry tree and protects it from pokémons. He’ll first stop players’ advance to the tree with bug buzzes and will then poison them. If the players run away, he’ll get back to the tree and won’t chase them. Otherwise, he’ll use confusion against the players who are the nearest from the tree.
Boldore: XP: 25; HP max: 30; Spe. Defense: 12; Defense: 4; Attack: 13
Tackle -normal -1D6+5- momentum 1
Rock Slide -rock- 2D6+5 – 50% fear
Behavior: Boldores are aggressive only for the ones who awaken them. They’ll use tackles against them. If his HPs fall below 10, he’ll get crossed and use rock slide. If a Boldore awakes another one, they will fight each other. Boldores are acknowledged not to be very smart.
Kabutops: XP: 70; HP max: 45; Defense: 16; Spe. Defense: 15; Attack: 15; Spe. Attack: 17
Ancient power -rock- 2D6+3 -shot; 50% attack, spe. Attack, defense, spe. Defense, physical damages & psychic damages ++
Slash- normal- 2D6+4- close combat
Aqua jet -water- 1D6+8- momentum 2
Mud shot -ground- 1D6+3- shot; initiative –
Behavior: This is the boss of the dungeon. The rock bars are indestructible and to close to each other for somebody to get through, so Kabutops won’t protect them. If players are at close range, he’ll use Slash. Otherwise, he’ll charge them with Aqua jet. If his HPs are below 20, he’ll get angry and use mud shot and Ancient power, which are more powerful.
Fearow: HP max: 20; XP: 30; Attack: 13; Defense: 14; Spe. Defense: 11
Aerial Ace -flying- 2D6+3- momentum 1
Fury attack -normal- 3 -close combat; 1D6 attacks
Leer -normal- / -defense –
Behavior: Fearow is Combusken’s nemesis. He is in play only if Combusken’s being played. The fire pokémon will also be Fearow’s favorite target. He’ll only attack someone else if he is too far away from him. Fearow’s strategy is to put his enemy in a corner with wing blows (non-move attack) so that he can easily use fury and Aerial Ace. If nobody’s at range, he’ll use Leer while coming closer.
Frillish: HP max: 20; XP: 30; Spe. Attack: 16; defense: 10; Spe. Defense: 17; Swimming: 18
Shadow ball -ghost- 2D6+4- 50% spe. Defense –
Bubble beam -water- 2D6+4- shot; 50% paralysis
Confuse ray -normal- confusion- special attack
Behavior: Frillish is Misdreavus’s nemesis. He is in play only if Misdreavus’s being played. The ghost pokémon will also be Frillish’s favorite target. He’ll only attack someone else if he is too far away from him. Frillish uses Shadow ball and Bubble beam to stay out of any explorer’s range. If one of them comes too close, he’ll use confuse ray to confuse them. If that is not enough, he will whip him with his tentacles (non-move attack) and move back.
Magcargo: HP max: 25; XP: 30; Spe. Attack: 13; Attack: 12; Defense: 9; Spe. Defense: 14
Flamethrower -fire- 2D6+3- 50% burn
Rock throw -rock- 1D6+3 -shot
Yawn- normal- / - drowsiness
Harden- normal- / -armor ++
Behavior: Magcargo is Gloom’s nemesis. He is in play only if Gloom’s being played. The grass pokémon will also be Magcargo’s favorite target. He’ll only attack someone else if he is too far away from him. Magcargo is gabite’s bodyguard. He’ll stay close to gabite and protect him with Rock throw and Flamethrower. If a player comes too close, he’ll use yawn. If no one is at range, he’ll use harden in order to prepare for the next battle.
Graveler: HP max: 30; XP: 30; Attack: 14; defense: 11; Spe. Defense: 13
Defense curl -normal- / - armor ++
Rollout -rock- 1D6+5 -growing momentum (Each turn, if the last move used was rollout and hit, add strength to the basic damages)
Earthquake -ground- 3D6+5 – ground attack; whole room hit
Behavior: Graveler is Pikachu’s nemesis. He is in play only if Pikachu’s being played. The well-known pokémon will also be Graveler’s favorite target. He’ll only attack someone else if he is too far away from him. Graveler’s favorite move is rollout. If there aren’t pokémons near him, he’ll use it to roll out all over the cave, causing as much damages as possible. If someone is too close, he’ll punch him with one of his four arms (non-move attack). If he is surrounded by at least three pokémons, and if he has lost 15 HPs or more, he’ll use earthquake. Note that this move causes damages to all characters in the room, and not only opponents.
Monferno: HP max: 15; XP: 30; Attack: 17; Defense: 13; Spe. Defense: 8; Acrobatics: 14; Athleticism: 12
Mach Punch -Fighting- 1D6+8- momentum 2
Fire Punch -fire- 1D6+4- close combat; 50% burn
Scratch- normal- 1D6+4- close combat
Behavior: Monferno is Piplup’s nemesis. He is in play only if Piplup’s being played. The water pokémon will also be Piplup’s favorite target. He’ll only attack someone else if he is too far away from him. Monferno will charge the nearest pokémon with mach punch and will go on fire punching him and scratching him. If the target tries to escape, he’ll use mach punch.
Seviper: HP: 20; XP: 30; Attack: 15; Defense: 13; Spe. Defense: 10; Intimidating: 8; Bluff: 8 (18 if traitor)
Dig- ground- 2D6+6- momentum 2; dig (when using dig, the attacker digs his way under the ground; he can only be the target of a ground-effect move. The next round, the attacker may strike the target he just chose)
Wrap -normal- 3 -close combat; immobilize; focus (as long as using this move, the attacker cannot choose another target)
Poison fang -poison- 1D6+3- close combat; 50% bad poison
Behavior: Seviper is Klang’s nemesis. He is in play only if Klang’s being played. The steel pokémon will also be Seviper’s favorite target. He’ll only attack someone else if he is too far away from him. If the target can be poisoned, Seviper will use poison fang as much as possible. Otherwise, he’ll either run away or wrap himself around his foe. If he has 10 or lower HPs, he’ll either try to persuade his opponent not to beat him (bluff skill, find an argument) or use Dig.
Gabite: HP: 32; XP: 50; Attack: 17; Defense: 13; Spe. Defense: 12; Stealth: 7; Bluff: 8; Climbing: 12; Perception: 10; Athleticism: 10
Dig -ground- 2D6+8 -momentum 2; dig
Slash -normal- 2D6+4 – close combat
Dragon claw -dragon- 2D6+4- close combat
Sand Attack -ground- attack --- -physical attack
Behavior: Gabite is the leader of the gang. He is also the strongest. Gabite attacks the nearest enemy in sight with either slash or dragon claw. If the chosen opponent is already fighting one of the gangsters, he’ll use Sand attack to support his fellow outlaw. If he loses 20 HPs or more, he stops using Sand Attack and if nobody’s at close range, he’ll use dig and strike the explorers.
Mudkip: HP max: 20; Attack: 11; Defense: 12; Spe. Defense: 13
Tackle -normal- 1D6+2- momentum 1
Water gun -water- 1D6+2- shot
Mud-slap -ground- 1D6+2- 50% attack –
Behavior: At the beginning of the fight, Mudkip is imprisoned in a cage, maybe with another character. If somebody helps him out, he’ll help the explorers. He’ll use Water gun and mud-slap most of the time, but if someone’s drawing closer, he’ll tackle him.
Spinarak: XP: 5; Attack: 6; Defense: 6; Spe. Defense: 7
Tackle -normal- 1D6+2- momentum 1
Poison sting -poison- 1D6+2- shot; 50% poison
Spider web -bug- /- immobilize; attract
Behavior: Spinaraks and Ariadoses live in trees and catch passing explorers in their web. Then, they poison them and tackle them until they fall unconscious so that they can eat them. A player can dodge a web shot with a Save roll of 15, and otherwise can unleash from the rope-like camisole with an Escape roll of 12.
Ariados: XP: 10; Attack: 9; Defense: 9; Spe. Defense: 10
Spider web -bug- / -immobilize; attract
Poison fang -poison- 1D6+4 – 50% bad poison; close combat
Body Slam -normal- 2D6+4- 50% paralysis
Behavior: In each Spinarak’s clan, there is a leading ariados. Unlike Spinaraks who will imprison players and poison them, Ariadoses can tackle a fierce opponent with Body Slam. If needed, an Ariados can use it so as to make a player fall down the tree with him. Otherwise, they have the same behavior.
The traitor:
The traitor is one of Gabite's gangsters, the one with the lower T (cf. Upper in the text). He will accompany the player since the very beginning of the mission. He'll help them only to defeat opponents, and won't give advices to get to their lair. As soon as the players reach the cave, he'll try to knock them out. On a failed save roll of 12, a lonely character can be stunned by the traitor. If one or more characters have been stunned by the traitor, he will bring them to his gang and put him or them in the same cage as Mudkip. After at least an attempt to stun a character, the traitor becomes aggressive and the mask falls. He won't help the players anymore unless forced. Whoever the traitor is, he gains +10 in the Bluff skill.
Article ajouté le Samedi 09 Juin 2012 à 16h43 |
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