Chapter 3: The Underbridge Cult: Difference between revisions

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[[Cloven Lands Playtest Material|[back to The Cloven Lands]]]
[[Cloven Lands Playtest Material|[back to The Cloven Lands]]]


Whether they came from [[the Bridgemoor Mines]], the [[Nalatheshi Merchants|Nalatheshi Caravan]], or the [[Kendarian Diplomats]] prologue, all of the heroes should now be in Bridgemoor and should be level 2.
Whether they came from [[the Bridgemoor Mines]], the [[Nalatheshi Merchants|Nalatheshi Caravan]], or the [[Kendarian Diplomats]] prologue, all of the heroes should now be in [[Bridgemoor]] and should be level 2.


{| class="wikitable" style="background-color: #d0e0e3;"
{| class="wikitable" style="background-color: #d0e0e3;"
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Throughout the city, there are several entertainment centers such as sports arenas and playhouses, which keep the masses placated.
Throughout the city, there are several entertainment centers such as sports arenas and playhouses, which keep the masses placated.


Bridgemoor has several temples to different deities and religious orders. The Order of the Darkscourge, the Fixers, and Vigil each have facilities in the city.
Bridgemoor has several temples to different [[deities]] and religious orders. The [[Order]] of the Darkscourge, the Fixers, and Vigil each have facilities in the city.
|}
|}






'''''Read Aloud:''''' ''The City-State of Bridgemoor holds a vital geographical and diplomatic position. As the whole city-state is an enormous bridge that straddles the Great Chasm, Bridgemoor serves as an easy trade route between the nations east and west of the Chasm, most immediately between Kendaria and Nalathesh. Bridgemoor’s trade economy has a mighty reputation. As it takes a full day of travel to cross the bridge, journeymen and merchants will often give business to at least a couple inns when passing through town, and many will spend their coin in the markets and bazaars for which Bridgemoor is famous. Its university also draws established scholars and prospective academics alike.''
'''''Read Aloud:''''' ''The City-State of Bridgemoor holds a vital geographical and diplomatic position. As the whole city-state is an enormous bridge that straddles the Great Chasm, Bridgemoor serves as an easy trade route between the nations east and west of the Chasm, most immediately between [[Kendaria]] and [[Nalathesh]]. Bridgemoor’s trade economy has a mighty reputation. As it takes a full day of [[travel]] to cross the bridge, journeymen and merchants will often give business to at least a couple inns when passing through town, and many will spend their coin in the markets and bazaars for which Bridgemoor is famous. Its university also draws established scholars and prospective academics alike.''


''Tension is in the air, though. After being in the city for only a few hours, you begin to pick up murmurs of [[occult]] activity. These cultists, and the societal instability that they bring, threaten to severely damage Bridgemoor’s standing as a bastion of free trade internationally.''
''Tension is in the air, though. After being in the city for only a few hours, you begin to pick up murmurs of [[occult]] activity. These cultists, and the societal instability that they bring, threaten to severely damage Bridgemoor’s standing as a bastion of free trade internationally.''
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=== 4: Attack on the Temple ===
=== 4: Attack on the Temple ===
After the first battle with the cultists, the heroes will probably interrogate the cultists to learn more. Regardless of whether they procure more information through interrogation or through asking around the city, they learn that the cultists have a lair in the Underbirdge, the network of sewers and massive storage cellars beneath Bridgemoor’s city streets. Accessing their lair requires a magical key that only cultists of high enough status possess, but one such cult leader is planning an attack on the Temple of Vigil.
After the first battle with the cultists, the heroes will probably interrogate the cultists to learn more. Regardless of whether they procure more information through interrogation or through asking around the city, they learn that the cultists have a lair in the Underbridge, the network of sewers and massive storage cellars beneath Bridgemoor’s city streets. Accessing their lair requires a magical key that only cultists of high enough status possess, but one such cult leader is planning an attack on the Temple of Vigil.


The heroes can intervene in this attack and take the key by force, or they can follow the cultists back to their lair after the attack is carried out.
The heroes can [[intervene]] in this attack and take the key by force, or they can follow the cultists back to their lair after the attack is carried out.


=== 5: The Underbridge Cult ===
=== 5: The Underbridge Cult ===
Inside the vast dungeon that is the Underbridge, the heroes must deal with typical sewage denizens such as rats and swarming bugs. When they finally reach the cultists’ main lair, they find that the cultists have just completed a dastardly ritual to summon a fiend from Melaneth, one of the regions of Inferno. They briefly witness Aradin the Witchblade, the leader of the Underbridge Cult. Aradin takes his leave, leaving the heroes to square off against the cultists and their summoned fiend.
Inside the vast dungeon that is the Underbridge, the heroes must deal with typical sewage denizens such as rats and swarming bugs. When they finally reach the cultists’ main lair, they find that the cultists have just completed a dastardly ritual to summon a fiend from Melaneth, one of the regions of Inferno. They briefly witness [[Aradin the Witchblade]], the leader of the Underbridge Cult. Aradin takes his leave, leaving the heroes to square off against the cultists and their summoned fiend.


=== 6: Fallout ===
=== 6: Fallout ===
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== Posing as Cultists ==
== Posing as Cultists ==
During the coming investigation, the heroes might take it upon themselves to pose as cultists and infiltrate the Underbridge Cult. Doing so is both difficult and dangerous. If the adventurers speak with Magellus Black or Lauby, either NPC will advise them against this course of action, or at minimum will impart upon the heroes just how dangerous this could be.
During the coming investigation, the heroes might take it upon themselves to pose as cultists and infiltrate the Underbridge Cult. Doing so is both difficult and dangerous. If the adventurers speak with [[Magellus Black]] or Lauby, either NPC will advise them against this course of action, or at minimum will impart upon the heroes just how dangerous this could be.


If one or more of the heroes attempt to impersonate the cultists anyway, they will need to meet several criteria. In order to learn these criteria, a hero must make an INT, AWR, or CHA check, adding a skill if relevant. This check represents the adventurer’s efforts to uncover the rules that the cultists must abide by.
If one or more of the heroes attempt to impersonate the cultists anyway, they will need to meet several criteria. In order to learn these criteria, a hero must make an INT, AWR, or CHA check, adding a skill if relevant. This check represents the adventurer’s efforts to uncover the rules that the cultists must abide by.
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|-
|-
|16+
|16+
|Learn one additional fact about the cultists (rolling twice on the table and rerolling duplicate results).
|Learn one additional fact about the cultists (rolling twice on the table and rerolling [[duplicate]] results).
|-
|-
|20+
|20+
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|-
|-
|4
|4
|The cultists do not fight exclusively with small blades, but they do coat their small blades in numbing poison that render their enemies ineffective.
|The cultists do not fight exclusively with small blades, but they do coat their small blades in numbing [[poison]] that render their enemies ineffective.
|}
|}


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=== Cult Medallions ===
=== Cult Medallions ===
Each prologue adventure to this campaign includes a chance (albeit a small one) for heroes to stumble into possession of a strange medallion. Each of these medallions are described as being made of gold, with a skull and scythe on one side and an indecipherable glyph on the other.
Each prologue adventure to this campaign includes a chance (albeit a small one) for heroes to stumble into [[possession]] of a strange medallion. Each of these medallions are described as being made of gold, with a skull and scythe on one side and an indecipherable glyph on the other.


These medallions are used by the Underbridge Cult as tokens of membership. When two members of the cult meet in public and have used their dialect to establish that they are both cultists, they will discreetly flash or pass their medallions to one another to verify their cult affiliation.
These medallions are used by the Underbridge Cult as tokens of membership. When two members of the cult meet in public and have used their dialect to establish that they are both cultists, they will discreetly flash or pass their medallions to one another to verify their cult affiliation.
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==== False Affiliation ====
==== False Affiliation ====
If a hero possesses a cult medallion and shows it to someone who is not in the cult, there could be trouble. Rumor that the cult uses medallions has circulated throughout the city. Showing the medallion to an innocent merchant, pawnbroker, bartender, or the like will result in the NPC turning fearful and ending the conversation with the hero as quickly as possible. The NPC will then call for the Bridge Knights when they feel they can do so without being threatened by the adventurer in question.
If a hero possesses a cult medallion and shows it to someone who is not in the cult, there could be trouble. Rumor that the cult uses medallions has circulated throughout the city. Showing the medallion to an innocent merchant, pawnbroker, [[bartender]], or the like will result in the NPC turning fearful and ending the conversation with the hero as quickly as possible. The NPC will then call for the Bridge Knights when they feel they can do so without being threatened by the adventurer in question.


If the Bridge Knights respond in a timely fashion, they will try to subdue the heroes and take them to the Bridge Keep for questioning. Use the encounter calculator from the Bridge Knights section below to determine how many knights show up.
If the Bridge Knights respond in a timely fashion, they will try to subdue the heroes and take them to the Bridge Keep for questioning. Use the encounter calculator from the Bridge Knights section below to determine how many knights show up.


Showing the medallion to Magellus Black without first warning him or explaining how they found it will result in Magellus treating the hero with suspicion. Similarly, showing the medallion to Lauby without prepping them will cause them to panic and flee.
Showing the medallion to Magellus Black without first warning him or explaining how they found it will result in Magellus treating the hero with suspicion. Similarly, showing the medallion to Lauby without prepping them will cause them to [[panic]] and flee.


=== Infiltrating the Cult ===
=== Infiltrating the Cult ===
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If you want to still make the campaign feel like it organically came together while offering the heroes faster, more direct ways to find one another, use this approach.
If you want to still make the campaign feel like it organically came together while offering the heroes faster, more direct ways to find one another, use this approach.


Begin as you would with the Individual Lives option. As players narrate their heroes’ lives, interject with two to three NPCs that the hero interacts with. Make note of the one that your player seems to respond to most enthusiastically.
Begin as you would with the Individual Lives option. As players narrate their heroes’ lives, interject with two to three [[NPCs]] that the hero interacts with. Make note of the one that your player seems to respond to most enthusiastically.


As the players begin investigating the cult, direct them to one another using these NPCs. For example, imagine one of your heroes is from Nalathesh and has spoken to a local merchant before. This merchant might also be friends with one of the heroes who completed the Bridgemoor Mine prologue. When the hero from Nalathesh asks the merchant about any rumors regarding the cult, the merchant might say something like, “Yeah, I have a friend that works in the mines. I think she’s had a run in with them… you can find her at the Oakbarrel Tavern.”
As the players begin investigating the cult, direct them to one another using these NPCs. For example, imagine one of your heroes is from Nalathesh and has spoken to a local merchant before. This merchant might also be friends with one of the heroes who completed the Bridgemoor Mine prologue. When the hero from Nalathesh asks the merchant about any rumors regarding the cult, the merchant might say something like, “Yeah, I have a friend that works in the mines. I think she’s had a run in with them… you can find her at the Oakbarrel Tavern.”
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''He gives off an air of both inside knowledge and mystique; a sort of personal magnetism that makes you want to lean in and see what he has to say. Although he is soft-spoken, when he walks into a room, everyone notices.''
''He gives off an air of both inside knowledge and mystique; a sort of personal magnetism that makes you want to lean in and see what he has to say. Although he is soft-spoken, when he walks into a room, everyone notices.''


Magellus likes to keep a low profile despite being in multiple high positions of power. Heroes that live in Bridgemoor might have heard of him, and might know a little about him if they can succeed a DC 17 INT/Politics of Bridgemoor or a CHA/Gossipping check. If a hero succeeds on this roll, they have heard of Magellus in one of the two following capacities.
Magellus likes to keep a low profile despite being in multiple high positions of power. Heroes that live in Bridgemoor might have heard of him, and might know a little about him if they can succeed a DC 17 INT/Politics of Bridgemoor or a CHA/Gossiping check. If a hero succeeds on this roll, they have heard of Magellus in one of the two following capacities.


'''The Meritocrats.''' Magellus is a <nowiki>[[MID-RANKING]]</nowiki> member of the Meritocrats that legislate Bridgemoor’s code of laws and international trade agreements. He has outsized influence for his role, but wields his influence sparingly.
'''The Meritocrats.''' Magellus is a <nowiki>[[MID-RANKING]]</nowiki> member of the Meritocrats that legislate Bridgemoor’s code of laws and international trade agreements. He has outsized influence for his role, but wields his influence sparingly.
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* The Temple of Vigil
* The Temple of Vigil
* Trades Workers
* Trades Workers
* University AcademicsEach of these factions, along with persons of interest related to these factions, are detailed below. While CHA checks are the primary attribute checks listed in the social encounters below, feel free to creatively implement other attribute checks if a player can justify how it might come in handy.
* University Academics
Each of these factions, along with persons of interest related to these factions, are detailed below. While CHA checks are the primary attribute checks listed in the social encounters below, feel free to creatively implement other attribute checks if a player can justify how it might come in handy.
{| class="wikitable" style="background-color: #d0e0e3;"
{| class="wikitable" style="background-color: #d0e0e3;"
|'''Seeking Each Other Out'''
|'''Seeking Each Other Out'''
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==== CHA 20+ ====
==== CHA 20+ ====
In addition to the above information, the barkeep explains that their friend, a merchant named Lauby, was targeted directly by the cultists. Their friend is a member of the Temple of Vigil, which is how they know that the cultists have had clashes there. One of the most influential people at the Temple of Vigil is Ser Kellion Blacksky, Commander of the Bridge Knights.
In addition to the above information, the barkeep explains that their friend, a merchant named Lauby, was targeted directly by the cultists. Their friend is a member of the Temple of Vigil, which is how they know that the cultists have had clashes there. One of the most influential people at the Temple of Vigil is Ser [[Kellion Blacksky]], Commander of the Bridge Knights.
Having learned of them, the heroes can now approach Lauby and speak with them directly.
Having learned of them, the heroes can now approach Lauby and speak with them directly.


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!Information Learned
!Information Learned
|-
|-
|
|13+
|
|The cultists wear custom-made dark robes with wooden masks carved and lacquered to resemble skulls. This hides their identities during their criminal activities.
|-
|-
|
|17+
|
|The cultists all have gold medallions on their person, which they pass back and forth in public to discreetly verify one another’s identity. These medallions have a skull and scythe on one side and an indecipherable glyph on the other.
|-
|-
|
|21+
|
|The cultists do not allow anyone into their ranks who have Divine Power before joining. Cultists who gain Divine Power after joining the cult are not seen as problematic.
|-
|-
|
|25+
|
|The cultists do not fight exclusively with small blades, but they do coat their small blades in numbing poison that render their enemies ineffective.
|}
|}


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The exact number of knights and potential reinforcements is dependent upon the number of heroes in the confrontation. There are X+1 knights initially, where X equals the number of players. If they call for reinforcements, the knights gain 2 additional knights if there are 1-3 heroes, or 3 additional knights if there are 4-6 adventurers.
The exact number of knights and potential reinforcements is dependent upon the number of heroes in the confrontation. There are X+1 knights initially, where X equals the number of players. If they call for reinforcements, the knights gain 2 additional knights if there are 1-3 heroes, or 3 additional knights if there are 4-6 adventurers.


These are all '''Bridge Knights''' (TCL p. ##).
These are all '''[[Bridge Knight|Bridge Knights]]''' (TCL p. ##).


If the adventurers do not resist (or resist and are subdued), then they are eventually cleared of suspicion after lengthy interrogation. They are let out of the Bridge Knights’ precinct after 2d4 hours.
If the adventurers do not resist (or resist and are subdued), then they are eventually cleared of suspicion after lengthy interrogation. They are let out of the Bridge Knights’ precinct after 2d4 hours.
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{| class="wikitable" style="background-color: #d0e0e3;"
{| class="wikitable" style="background-color: #d0e0e3;"
|'''Potions of Healing'''
|'''Potions of Healing'''
Potions take 1 AP to drink and 2 AP to feed to a willing creature within 5ft of you.
Potions take 1 AP to drink and 2 AP to feed to a willing creature within 5 ft of you.


Drinking a Potion of Healing restores 1d4+1 HP.
Drinking a Potion of Healing restores 1d4+1 HP.
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==== Order Membership ====
==== Order Membership ====
If one of the heroes is a member of the Order of the Darkscourge, then the Order will give the party an additional healing potion (even if they rolled lower than an 18) because the hero is from their order. One of the Legends of MythCraft, Chauncey, is from this order.
If one of the heroes is a member of the Order of the Darkscourge, then the Order will give the party an additional healing potion (even if they rolled lower than an 18) because the hero is from their order. One of the [[Legends of MythCraft]], [[Chauncey]], is from this order.


=== The Meritocrats ===
=== The Meritocrats ===
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=== University Academics ===
=== University Academics ===
Bridgemoor University sprawls near the zenith of the city, slightly to the west of the Meritocrats’ Palace and along the northern edge of the bridge. While many of its halls are reserved for current students, professors, and residing academics, it has a world-famous library that is open to the public during daylight hours. The party may wish to research cult activity in the library, or they might try to secure a little time with a professor.
Bridgemoor University sprawls near the zenith of the city, slightly to the west of the Meritocrats’ Palace and along the northern edge of the bridge. While many of its halls are reserved for current students, professors, and residing academics, it has a world-famous library that is open to the public during [[daylight]] hours. The party may wish to research cult activity in the library, or they might try to secure a little time with a professor.


If the party speaks with a professor and Magellus Black was not their questgiver, then this would be a good opportunity to introduce Magellus to the campaign. If he was their questgiver or has interacted with them already, then a scholarly dwarven woman named Thina will speak with them.
If the party speaks with a professor and Magellus Black was not their questgiver, then this would be a good opportunity to introduce Magellus to the campaign. If he was their questgiver or has interacted with them already, then a scholarly dwarven woman named Thina will speak with them.
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Brent himself is a member of the Underbridge Cult. He is also a member of the Ironheart Gang, although this affiliation is unlikely to be relevant or come up during these discussions.
Brent himself is a member of the Underbridge Cult. He is also a member of the Ironheart Gang, although this affiliation is unlikely to be relevant or come up during these discussions.
The heroes can convince Brent that they are also part of the cult - or at least that they want to become initiated into it - in a couple different ways. If they know the cult’s practices for introducing themselves to each other, they can do so and Brent will not suspect that they are not who they claim to be. If they spend 20 sc on Brent’s favorite brandy, they will get him talking a bit too freely and he will eventually admit that he is part of the cult without being prompted.
The heroes can convince Brent that they are also part of the cult - or at least that they want to become initiated into it - in a couple different ways. If they know the cult’s practices for introducing themselves to each other, they can do so and Brent will not suspect that they are not who they claim to be. If they spend 20 sc on Brent’s favorite brandy, they will get him talking a bit too freely and he will eventually admit that he is part of the cult without being prompted.
If the heroes do not get Brent to willingly divulge his affiliation, they can try to physically beat the information out of him. Brent has the stats of a '''STAT''' in XXX p. ##. His buddies, if they are still around, have the stats of '''Thugs''' in CC p. ##. If he is nonlethally subdued, the heroes may each make a CHA check (or a STR/Menacing check) vs Brent’s WILL. If at least ½ of the party succeeds on this roll, then Brent informs them of the cult’s next target. Otherwise, he spits out a wad of blood and tells them to go to hell.
If the heroes do not get Brent to willingly divulge his affiliation, they can try to physically beat the information out of him. Brent has the stats of a '''[[Bandit Marauder]]'''. His buddies, if they are still around, have the stats of '''[[Thug (NPC)|Thugs]]''' in CC p. ##. If he is nonlethally subdued, the heroes may each make a CHA check (or a STR/Menacing check) vs Brent’s WILL. If at least ½ of the party succeeds on this roll, then Brent informs them of the cult’s next target. Otherwise, he spits out a wad of blood and tells them to go to hell.


The cultists’ next target is Lauby (see section 3: First Blood), unless Lauby has already been attacked. If this is the case, then the cultists’ next target is the Temple of Vigil itself (see section 4: Attack on the Temple).
The cultists’ next target is Lauby (see section 3: First Blood), unless Lauby has already been attacked. If this is the case, then the cultists’ next target is the Temple of Vigil itself (see section 4: Attack on the Temple).
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Based on your party’s size, the Underbridge Cult ambushes them in the following numbers. This is a difficult encounter and the heroes are much more likely to fare better if they take time to plan an ambush, utilize Lauby’s windows for cover, and establish some baseline party tactics.
Based on your party’s size, the Underbridge Cult ambushes them in the following numbers. This is a difficult encounter and the heroes are much more likely to fare better if they take time to plan an ambush, utilize Lauby’s windows for cover, and establish some baseline party tactics.


Stats for '''Underbridge Cultists''' and '''Underbridge Initiates''' can be found in TCL p. ##. Stats for '''Thugs''' are in CC p. 235. Regardless of a cultist’s stats, all of these cultists wear dark, hooded clothing in addition to any armor they might have. They all have a medallion on their person that has a skull and scythe on one side and an indecipherable glyph on the other.
Stats for '''[[Underbridge Cultist|Underbridge Cultists]]''' and '''[[Underbridge Initiate|Underbridge Initiates]]''' can be found in TCL p. ##. Stats for '''[[Thug (NPC)|Thugs]]''' are in CC p. 235. Regardless of a cultist’s stats, all of these cultists wear dark, hooded clothing in addition to any armor they might have. They all have a medallion on their person that has a skull and scythe on one side and an indecipherable glyph on the other.


{| class="wikitable"
{| class="wikitable"
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!Cultists
!Cultists
|-
|-
|
|1
|
|1 Underbridge Initiate and 1 [[Thug]]
|-
|-
|
|2
|
|1 Underbridge Initiate and 3 Thugs
|-
|-
|
|3
|
|1 [[Underbridge Cultist]], 1 Underbridge Initiate, and 3 Thugs
|-
|-
|
|4
|
|1 Underbridge Cultist, 2 Underbridge Initiates, and 2 Thugs
|-
|-
|
|5
|
|1 Underbridge Cultist, 3 Underbridge Initiates, and 2 Thugs
|-
|-
|
|6
|
|2 Underbridge Cultists, 3 Underbridge Initiates, and 3 Thugs
|}
|}


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While the majority of cultists will remain in the front of Lauby’s home, 1-2 will sneak through the alleyway and come in through the kitchenette.
While the majority of cultists will remain in the front of Lauby’s home, 1-2 will sneak through the alleyway and come in through the kitchenette.
The cultists will make no effort to use their Summoning Circle feature.
The cultists will make no effort to use their Summoning Circle feature.
Two of the cultists each have 1 flask of Alchemist’s Fire, which they use their DEX to attack with vs a creature’s REF. On a hit, a creature gains Burning 1d6. The cultists intend to use the fire on Lauby’s home. The fire spreads 5ft in a random direction once every 20 seconds. Putting out a 5ft area of fire requires dirt or a soaked cloth and takes 3 AP.
Two of the cultists each have 1 flask of Alchemist’s Fire, which they use their DEX to attack with vs a creature’s REF. On a hit, a creature gains Burning 1d6. The cultists intend to use the fire on Lauby’s home. The fire spreads 5 ft in a random direction once every 20 seconds. Putting out a 5 ft area of fire requires dirt or a soaked cloth and takes 3 AP.
If more than ½ of the cultists are incapacitated, the rest will attempt to flee. While they originally came with the intent to [[kill]] Lauby, they will settle for damaging Lauby’s property if they are forced to retreat.
If more than ½ of the cultists are incapacitated, the rest will attempt to flee. While they originally came with the intent to [[kill]] Lauby, they will settle for damaging Lauby’s property if they are forced to retreat.


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Based on your party’s size, the Underbridge Cult ambushes them in the following numbers. This is a mechanically normal fight, but the cultists may have the element of surprise, which could turn the fight deadly.
Based on your party’s size, the Underbridge Cult ambushes them in the following numbers. This is a mechanically normal fight, but the cultists may have the element of surprise, which could turn the fight deadly.


Stats for '''Underbridge Cultists''' and '''Underbridge Initiates''' can be found in TCL p. ##. Stats for '''Thugs''' are in CC p. 235. Regardless of a cultist’s stats, all of these cultists wear dark, hooded clothing in addition to any armor they might have. They all have a medallion on their person that has a skull and scythe on one side and an indecipherable glyph on the other.
Stats for '''[[Underbridge Cultist|Underbridge Cultists]]''' and '''[[Underbridge Initiate|Underbridge Initiates]]''' can be found in TCL p. ##. Stats for '''[[Thug (NPC)|Thugs]]''' are in CC p. 235. Regardless of a cultist’s stats, all of these cultists wear dark, hooded clothing in addition to any armor they might have. They all have a medallion on their person that has a skull and scythe on one side and an indecipherable glyph on the other.
 
 
 
{| class="wikitable"
{| class="wikitable"
|+
|+
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!Cultists
!Cultists
|-
|-
|
|1
|
|2 Thugs
|-
|-
|
|2
|
|1 Underbridge Initiate and 2 Thugs
|-
|-
|
|3
|
|2 Underbridge Initiates and 2 Thugs
|-
|-
|
|4
|
|2 Underbridge Initiates and 4 Thugs
|-
|-
|
|5
|
|1 Underbridge Cultist, 1 Underbridge Initiate, and 4 Thugs
|-
|-
|
|6
|
|1 Underbridge Cultist, 2 Underbridge Initiates, and 4 Thugs
|}
|}


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Note that regardless of a cultist’s stats, all of these cultists wear dark, hooded clothing in addition to any armor they might have. They all have a medallion on their person that has a skull and scythe on one side and an indecipherable glyph on the other.
Note that regardless of a cultist’s stats, all of these cultists wear dark, hooded clothing in addition to any armor they might have. They all have a medallion on their person that has a skull and scythe on one side and an indecipherable glyph on the other.


The Underbridge Cultists and Underbridge Initiates each have 3 flasks of Alchemist’s Fire, which they use their DEX to attack with vs a creature’s REF. On a hit, a creature gains Burning 1d6. The cultists intend the fire to be used on the building, but will throw one or two vials at the adventurers if they feel it will help scare them off. If they throw the fire onto the ground, it spreads 5ft in a random direction every 20 seconds if there is flammable fuel (such as wood or cloth). It takes 3 AP to snuff out a 5ft area of fire, and efforts to put out the fire with water fail; a hero must use dirt or a soaked cloth to smother the flames.
The Underbridge Cultists and Underbridge Initiates each have 3 flasks of Alchemist’s Fire, which they use their DEX to attack with vs a creature’s REF. On a hit, a creature gains Burning 1d6. The cultists intend the fire to be used on the building, but will throw one or two vials at the adventurers if they feel it will help scare them off. If they throw the fire onto the ground, it spreads 5 ft in a random direction every 20 seconds if there is flammable fuel (such as wood or cloth). It takes 3 AP to snuff out a 5 ft area of fire, and efforts to put out the fire with water fail; a hero must use dirt or a soaked cloth to smother the flames.
If the PCs capture a cultist by dealing nonlethal [[damage]] to it, restraining it with manacles, or some similar preventative measure, then they can interrogate it (see Interrogation below).
If the PCs capture a cultist by dealing nonlethal [[damage]] to it, restraining it with manacles, or some similar preventative measure, then they can interrogate it (see Interrogation below).


==== Encounter Difficulty ====
==== Encounter Difficulty ====
Based on your party’s size, the Underbridge Cult shows up in the following numbers. Stats for '''Underbridge Cultists''' and '''Underbridge Initiates''' can be found in TCL p. ##. Stats for '''Knights''' are in CC p. 277, and stats for '''Thugs''' are in CC p. 235.
Based on your party’s size, the Underbridge Cult shows up in the following numbers. Stats for '''[[Underbridge Cultist|Underbridge Cultists]]''' and '''[[Underbridge Initiate|Underbridge Initiates]]''' can be found in TCL p. ##. Stats for '''[[Knight|Knights]]''' are in CC p. 227, and stats for '''[[Thug (NPC)|Thugs]]''' are in CC p. 235.
 
 
 
{| class="wikitable"
{| class="wikitable"
|+
|+
Line 687: Line 682:
!Cultists
!Cultists
|-
|-
|
|3
|
|1 Underbridge Cultist, 2 Underbridge Initiates, and 2 Thugs
|-
|-
|
|4
|
|1 Underbridge Cultist, 3 Underbridge Initiates, and 2 Thugs
|-
|-
|
|5
|
|1 Underbridge Cultist, 3 Underbridge Initiates, 1 [[Knight]], and 2 Thugs
|-
|-
|
|6
|
|2 Underbridge Cultists, 3 Underbridge Initiates, 1 Knight, and 4 Thugs
|}
|}


Line 713: Line 708:


Eventually, the captured cultist will crack, but it will do so more quickly with a higher roll. Use the highest CHA roll out of the party. Heroes may also make STR/Menacing checks instead of CHA checks. The results of this roll should not be made public, but should be recorded and kept for later reference. Depending on how quickly the heroes gather information, the upcoming showdown with the cultists may be notably easier or notably harder.
Eventually, the captured cultist will crack, but it will do so more quickly with a higher roll. Use the highest CHA roll out of the party. Heroes may also make STR/Menacing checks instead of CHA checks. The results of this roll should not be made public, but should be recorded and kept for later reference. Depending on how quickly the heroes gather information, the upcoming showdown with the cultists may be notably easier or notably harder.
{| class="wikitable"
{| class="wikitable"
|+
|+
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!Effect
!Effect
|-
|-
|
|10 or less
|
|Increase the Showdown encounter’s difficulty by 2 steps.
|-
|-
|
|11-14
|
|Increase the Showdown encounter’s difficulty by 1 step.
|-
|-
|
|15-18
|
|Do not adjust the Showdown encounter’s difficulty.
|-
|-
|
|19+
|
|Decrease the Showdown encounter’s difficulty by 1 step.
|}
|}


Regardless of their rolls, the heroes can eventually learn that accessing the cultists’ lair requires one of the cult medallions. Inserting this coin glyph-side first into a small notch in the stones in the Underbridge sewers opens a narrow doorway into their lair.
Regardless of their rolls, the heroes can eventually learn that accessing the cultists’ lair requires one of the cult medallions. Inserting this coin glyph-side first into a small notch in the stones in the Underbridge sewers opens a narrow doorway into their lair.
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When the heroes are ready to enter the sewers, set the scene for them.
When the heroes are ready to enter the sewers, set the scene for them.


'''''Read Aloud:''''' ''The first thing that hits you is the stench. Rotting crap is not a pleasant odor even in isolation, and when overlaid with rancid urine, molding meat, and rotten eggs, the foul smell is something you almost feel on your skin. Breathing through your nose is enough to make your eyes water, and breathing through your mouth conjures up images of the plague.''
'''''Read Aloud:''''' ''The first thing that hits you is the stench. Rotting crap is not a pleasant odor even in isolation, and when overlaid with rancid urine, molding meat, and rotten eggs, the foul smell is something you almost feel on your skin. Breathing through your nose is enough to make your eyes water, and breathing through your mouth conjures up images of the [[plague]].''


''The second thing that hits you is the enormity of the sewers. In your scant illumination, you see slimy stone walls. The pathway is shaped like a trough, allowing you to walk on either raised side while streams of sludge and refuse ooze through the middle of the tunnel. The tunnel branches and forks, each new offshoot looking identical to the one before it. One could easily become lost down here, and judging by the humanoid-looking bones you see on occasion… some people have.''
''The second thing that hits you is the enormity of the sewers. In your scant illumination, you see slimy stone walls. The pathway is shaped like a trough, allowing you to walk on either raised side while streams of sludge and refuse ooze through the middle of the tunnel. The tunnel branches and forks, each new offshoot looking identical to the one before it. One could easily become lost down here, and judging by the humanoid-looking bones you see on occasion… some people have.''
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=== Sewer Rats ===
=== Sewer Rats ===
'''''Read Aloud:''''' ''Skittering noises are ubiquitous in the sewers, but they still make you jump and flinch when you hear them. It’s hard to identify what is a new noise and what is an echo, and determining where the noises come from is a difficult task.''
'''''Read Aloud:''''' ''Skittering noises are ubiquitous in the sewers, but they still make you [[jump]] and flinch when you hear them. It’s hard to identify what is a new noise and what is an echo, and determining where the noises come from is a difficult task.''


Heroes may make AWR/Perceiving checks relying on their hearing. Anyone who meets a DC 14 is aware of the approaching rats; anyone who fails this check is Partially Surprised.
Heroes may make AWR/Perceiving checks relying on their hearing. Anyone who meets a DC 14 is aware of the approaching rats; anyone who fails this check is Partially Surprised.


One or more hungry, emaciated critters attack the party. This is an easy encounter. Roll Initiative and resolve the combat. Stats for '''Dire Rats''' are in CC p. ##, and stats for '''Dire Spiders''' are in CC p. ##. The Dire Rats in this encounter cannot use their Brood ability.
One or more hungry, emaciated critters attack the party. This is an easy encounter. Roll Initiative and resolve the combat. Stats for '''Dire Rats''' are in CC p. ##, and stats for '''Dire Spiders''' are in CC p. ##. The Dire Rats in this encounter cannot use their Brood ability.
{| class="wikitable"
{| class="wikitable"
|+
|+
Line 784: Line 770:
!Rats
!Rats
|-
|-
|
|3
|
|1 [[Dire Rat]]
|-
|-
|
|4
|
|1 [[Dire Spider]]
|-
|-
|
|5
|
|1 Dire Spider, 1 Dire Rat
|-
|-
|
|6
|
|1 Dire Spider, 2 Dire Rats
|}
|}


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If the party does not know the specifics about [[how to]] find the cultists’ secret entrance to their lair, then it will be considerably harder for them to locate it. In such an event, ask each hero to make an INT or AWR check to determine the hidden entrance’s location and to devise how one might open it. They might add any skill that they can make a good case for, but INT/Dungeoneering and AWR/Investigating are especially relevant. Add up the total of each hero’s roll to determine the party’s outcome as shown on the table below.
If the party does not know the specifics about [[how to]] find the cultists’ secret entrance to their lair, then it will be considerably harder for them to locate it. In such an event, ask each hero to make an INT or AWR check to determine the hidden entrance’s location and to devise how one might open it. They might add any skill that they can make a good case for, but INT/Dungeoneering and AWR/Investigating are especially relevant. Add up the total of each hero’s roll to determine the party’s outcome as shown on the table below.
{| class="wikitable"
{| class="wikitable"
|+
|+
Line 814: Line 798:
!Superb
!Superb
|-
|-
|
|3
|
|0-39
|
|40-48
|
|49-57
|
|58+
|-
|-
|
|4
|
|0-52
|
|53-64
|
|65-76
|
|77+
|-
|-
|
|5
|
|0-65
|
|66-80
|
|81-95
|
|96+
|-
|-
|
|6
|
|0-78
|
|79-90
|
|91-114
|
|155+
|}
|}


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The fiendblood, whose name is Aradin the Witchblade, does not participate in this combat. Instead, on Initiative count 20 during the first turn, he makes a declaration to the heroes and then takes his leave.
The fiendblood, whose name is Aradin the Witchblade, does not participate in this combat. Instead, on Initiative count 20 during the first turn, he makes a declaration to the heroes and then takes his leave.


'''''Read Aloud:''''' ''The fiendblood smiles down on the carnage. “Know that you were slain by disciples of Aradin the Witchblade!” he bellows. Then, almost nonchalantly, he turns and strides through a shadowed hallway at the back of the podium.''
'''''Read Aloud:''''' ''The fiendblood smiles down on the [[carnage]]. “Know that you were slain by disciples of Aradin the Witchblade!” he bellows. Then, almost nonchalantly, he turns and strides through a shadowed hallway at the back of the podium.''


Heroes that get to go before Aradin and attempt to attack him will not be able to deal sufficient damage to seriously endanger him. If they attack him, describe how he shrugs it off without a second thought.
Heroes that get to go before Aradin and attempt to attack him will not be able to deal sufficient damage to seriously endanger him. If they attack him, describe how he shrugs it off without a second thought.
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This could result in the final encounter being anywhere from 2 steps easier than normal to 10 steps more difficult than normal. The table below only provides combat calculations for up to 3 steps harder than the normal encounter. If your heroes face an encounter more than 3 steps harder than normal, add 1 [[Underbridge Initiate]] for each additional step beyond 3.
This could result in the final encounter being anywhere from 2 steps easier than normal to 10 steps more difficult than normal. The table below only provides combat calculations for up to 3 steps harder than the normal encounter. If your heroes face an encounter more than 3 steps harder than normal, add 1 [[Underbridge Initiate]] for each additional step beyond 3.


Stats for '''Underbridge Cultists''' and '''Underbridge Initiates''' are in TCL p. ##. Stats for the '''Bonewraith''' are in CC p. ##. Stats for '''Thugs''' are in CC p. ##. Stats for '''Skeletons''' are in CC p. ##. Stats for '''Zombies''' are in CC p. ##.
Stats for '''[[Underbridge Cultist|Underbridge Cultists]]''' and '''[[Underbridge Initiate|Underbridge Initiates]]''' are in TCL p. ##. Stats for the '''[[Bonewraith]]''' are in CC p. ##. Stats for '''[[Thug (NPC)|Thugs]]''' are in CC p. ##. Stats for '''[[Skeleton|Skeletons]]''' are in CC p. ##. Stats for '''[[Zombie|Zombies]]''' are in CC p. ##.
 
 
{| class="wikitable"
{| class="wikitable"
|+
|+
Line 897: Line 879:
!Extreme
!Extreme
|-
|-
|
|3
|
|Bonewraith <sup>2</sup>, 2 Thugs
|
|Bonewraith <sup>1</sup>, 2 Thugs
|
|'''Bonewraith, 2 Thugs'''
|
|Bonewraith, 2 Initiates
|
|Bonewraith, 1 Cultist, 1 Initiate
|
|Bonewraith, 2 Cultists
|-
|-
|
|4
|
|Bonewraith <sup>2</sup>, 1 Thug, 2 Initiates
|
|Bonewraith <sup>1</sup>, 1 Thug, 2 Initiates
|
|'''Bonewraith, 1 Thug, 2 Initiates'''
|
|Bonewraith, 1 Cultist, 1 Initiate, 1  Thug
|
|Bonewraith, 2 Cultists, 1  Thug
|
|Bonewraith, 2 Cultists, 1  Initiate, 1 Thug
|-
|-
|
|5
|
|Bonewraith <sup>2</sup>, 1 Cultist, 2 Initiates
|
|Bonewraith <sup>1</sup>, 1 Cultist, 2 Initiates
|
|'''Bonewraith, 1 Cultist, 2 Initiates'''
|
|Bonewraith, 1 Cultist, 2 Initiates, 2 Thugs
|
|Bonewraith, 2 Cultists, 2 Initiates
|
|Bonewraith, 2 Cultists, 3 Initiates
|-
|-
|
|6
|
|Bonewraith <sup>2</sup>, 1 Cultist, 3 Initiates, 1 Thug
|
|Bonewraith <sup>1</sup>, 1 Cultist, 3 Initiates, 1 Thug
|
|'''Bonewraith, 1 Cultist, 3 Initiates, 1 Thug'''
|
|Bonewraith, 2 Cultists, 2 Initiates, 1 Thug
|
|Bonewraith, 2 Cultists, 3 Initiates, 1 Thug
|
|Bonewraith, 3 Cultists, 2 Initiates, 1 Thug
|}
|}


Line 944: Line 926:
If the heroes were triumphant, they may explore the cultists’ lair. They also level up to level 4.
If the heroes were triumphant, they may explore the cultists’ lair. They also level up to level 4.


If the heroes fled, consider challenging them with a second showdown two nights later. This showdown should take place at some location that is noteworthy to the heroes, like Lauby’s house or the Temple of Vigil. This confrontation pits Druvesk the '''Bonewraith''' (CC p. ##), several '''Skeletons''' (CC p. ##), and 2 '''Thugs''' (TCL p. ##) against the heroes. The number of skeletons should be 2 fewer than the number of heroes.
If the heroes fled, consider challenging them with a second showdown two nights later. This showdown should take place at some location that is noteworthy to the heroes, like Lauby’s house or the Temple of Vigil. This confrontation pits Druvesk the '''[[Bonewraith]]''' (CC p. ##), several '''[[Skeleton|Skeletons]]''' (CC p. ##), and 2 '''[[Thug (NPC)|Thugs]]''' (TCL p. ##) against the heroes. The number of skeletons should be 2 fewer than the number of heroes.


Again, Druvesk will attempt to flee when Bloodied. If the heroes are otherwise victorious, then they level up to level 4.
Again, Druvesk will attempt to flee when Bloodied. If the heroes are otherwise victorious, then they level up to level 4.
Line 977: Line 959:
The heroes can learn some valuable information about cult members and plans, but learn very little about Aradin himself from this room. More information about Aradin the Witchblade can be found in Appendix A, but the heroes will not necessarily discover any of this information yet.
The heroes can learn some valuable information about cult members and plans, but learn very little about Aradin himself from this room. More information about Aradin the Witchblade can be found in Appendix A, but the heroes will not necessarily discover any of this information yet.


Lastly, if the heroes manipulate the iron torch and sconce, they can find that it is actually a lever. If they pull on it, a small panel opens in the floor directly below the desk’s chair. Inside the panel, there is a smaller treasure chest. Unlocking it takes a DC 18 INT check. Once unlocked, the heroes find an Amulet of Thirst (MCG p. ##) and Crane Paper (MCG p. ##).
Lastly, if the heroes manipulate the iron torch and sconce, they can find that it is actually a lever. If they pull on it, a small panel opens in the floor directly below the desk’s chair. Inside the panel, there is a smaller treasure chest. Unlocking it takes a DC 18 INT check. Once unlocked, the heroes find an [[Amulet of Thirst]] (MCG p. ##) and [[Crane Paper]] (MCG p. ##).


==== The Bolt Hole ====
==== The Bolt Hole ====
The last area of interest that the heroes might explore is the tunnel that Aradin retreated through. If Druvesk escaped, he also fled down this [[passage]].
The last area of interest that the heroes might explore is the tunnel that Aradin retreated through. If Druvesk escaped, he also fled down this [[passage]].


'''''Read Aloud:''''' ''You climb over the podium and follow the tunnel, which remains flat for a time before becoming a steep, downward-spiraling staircase. It descends for a considerable time before simply opening up into empty air. Far below, you can see the faint, diffuse glint of the Chasm River. In the warm night, a thin mist blankets the river, twinkling in the light of the stars and the five moons. You are literally under the bridge. It seems that the cult leader - who you recall had wings - simply dropped out of this bolt hole and flew away.''
'''''Read Aloud:''''' ''You climb over the podium and follow the tunnel, which remains flat for a time before becoming a steep, downward-spiraling staircase. It descends for a considerable time before simply opening up into empty air. Far below, you can see the faint, diffuse glint of the Chasm River. In the warm night, a thin [[mist]] blankets the river, twinkling in the light of the stars and the five moons. You are literally under the bridge. It seems that the cult leader - who you recall had wings - simply dropped out of this bolt hole and flew away.''


== 6: Conclusion ==
== 6: Conclusion ==
Line 988: Line 970:


Handing over the books from Aradin’s office to the proper authorities would also constitute proof that the heroes stopped the cultists. Pay close attention to whom the heroes trust. If the heroes give Aradin’s books to an NPC, that character will have a significant amount of knowledge that they may misuse if they have their own agenda. Below is a table of notable NPCs that they might trust with this information and how the NPCs might utilize it.
Handing over the books from Aradin’s office to the proper authorities would also constitute proof that the heroes stopped the cultists. Pay close attention to whom the heroes trust. If the heroes give Aradin’s books to an NPC, that character will have a significant amount of knowledge that they may misuse if they have their own agenda. Below is a table of notable NPCs that they might trust with this information and how the NPCs might utilize it.
{| class="wikitable"
{| class="wikitable"
|+
|+
Line 995: Line 975:
!What they do with the Cult Books
!What they do with the Cult Books
|-
|-
|
|'''Adelaide and Reza Luxxor''' ([[Nalatheshi Merchants|Nalatheshi merchants]])
|
|The Luxxors use the information in the map to find and destroy Mort Ironheart’s hideout. You may decide whether Mort escapes or whether this is the end of the Ironheart Gang. The Luxxors may also ask the heroes to do this themselves in Part Two.
 
They also warn their family and other politicians in Aridala to be on the lookout for cultists with the skull and scythe medallions.
 
After 4d6 days, the Luxxors determine that Captain Brendan Sterling is affiliated with the cult, resulting in his arrest.
|-
|-
|
|'''Elarion Sutian''' (Kendarian Noble)
|
|If the heroes did not already confront the cultist in Dustdale, Elarion sends a contingent of mercenaries (or the heroes themselves, prior to Elarion’s death in Part Two) to find and arrest or kill the cultist.
 
Elarion also sends word to warn his family and the nobles in Dalewright to be on the lookout for cultists with the skull and scythe medallions.
 
After 4d6+4 days, Elarion determines that Captain Brendan Sterling is affiliated with the cult, resulting in his arrest.
|-
|-
|
|'''Ezmerelda''' (Priestess at the Temple of Vigil)
|
|Ezmerelda will safeguard these books in her office in the Temple of Vigil. She does not do anything proactive with her intelligence.
|-
|-
|
|'''Hengory Bridgemoor''' (Meritocrat)
|
|Hengory Bridgemoor, seeing the two X’s close to the city-state, will recruit the heroes or other mercenaries to deal with the Ironheart Gang and the cultist in Dustdale.
 
He does not read the ledgers closely enough to determine that Captain Brendan Sterling is affiliated with the cult. Instead, he begins blaming innocent people whose businesses are in the ledgers. This dramatically escalates tensions in Bridgemoor in Part Two.
|-
|-
|
|'''Kellion Blacksky''' (Commander of the Bridge Knights)
|
|Kellion Blacksky misconstrues the evidence if he receives it. In order to win the trust of the heroes and the Meritocrats, he arrests Captain Brendan Sterling as a scapegoat, and then he uses the books and “ongoing investigations” as means to accuse and interrogate anyone who stands in his way. He is careful and does not play this card very frequently.
|-
|-
|
|'''Magellus Black''' (Academic and Meritocrat)
|
|Magellus Black immediately determines that Captain Brendan Sterling is affiliated with the cult, resulting in his arrest. He then safeguards the books and maps, but is willing to share them with the heroes at their request.
|}
|}


Line 1,021: Line 1,011:


== Proceed to Part Two ==
== Proceed to Part Two ==
Having completed the Underbridge Cult adventure, proceed to Part Two of the campaign. Your heroes should all be level 4 and have connections with at least a couple influential people who are currently Bridgemoor, regardless of whether they are from another nation (like the Luxxors or Lord Elarion).
Having completed the Underbridge Cult adventure, proceed to Part Two of the campaign. Your heroes should all be level 4 and have connections with at least a couple of influential people who are currently in Bridgemoor, regardless of whether they are from another nation (like the Luxxors or Lord Elarion). Heroes also gain 1 Professional Rank.
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