The Gray Vale Group

A Little Moonlighting...

The party as it leaves Llorkh: Agitha, the dwarven cleric of the sun god. Random, the tiefling mercenary. Mae, the motherly halfing acrobat. Hamm, halfling husband to Mae and fellow acrobat. Arden, the shifter ranger (with wolf Aura). Armas, brother to Arden; duel-wielding warrior.

The party headed east towards the gap in the Graypeak Mountains. The shifter siblings had come through that same pass when they traveled to the Gray Vale, so they offered to serve as guides. The shifters were quiet on their past, but they let it be known that their tribal lands lay in the wooded hills east of the Graypeaks, and they had left due to turmoil in their tribe.

Several hours outside of town, the party stopped at a mining camp and shared a lunch with a team of dwarves. One of the dwarves was a holy servant of Kelemvor, the god of the dead. Cahir was his name, and he joined the party with hope to encounter and slay undead. The group was glad to have another servant of the gods among their group, though Cahir did not strike them as a healer.

The party, plus one, continued east climbing the hills of the Graypeaks. As the sun was getting low behind them, the party came to the narrow pass that served as the only easy path through the craggy rocks ahead. Near the path sat an ogre.

The ogre appeared to be sulking, and did not regard the approaching party with much concern or hostility. Arden approached the beast to parley… unwilling to attack the creature outright, but neither wanting to turn their backs on it as they passed so closely nearby. The ogre introduced himself, barely, as Bloke. He knew a few words of common and managed to explain that a band of orcs had stolen his prized sack of goodies. Struggling to understand him, the party agreed to find the orcs and return the sack of goodies, in exchange for some yet-seen “shiny rock”.

In truth, the party merely wished to pass the ogre without a fight, and if orcs were encountered later, so be it.

Through the pass, the party went. As the sun was sinking later, the party scouted the hills for a safe place to make camp. It was here that they notice a hilltop not too far in the distance. A ring of standing stone could just be made out, and wisps of smoke could be seen. The shifters searched for tracks and found the telltale signs of orc boots… leading up to the hill.

Hamm and Mae scouted ahead and indeed found a dozen orcs camped upon the hilltop, within the ruins of an old ring of stones. The halflings set up a clever trap and reported back to the party. Plans set, the whole group stormed the hill.

The halflings, however, had circled the hilltop and called out to the orcs – hooting and hollaring! Half of the orcs chased the halfings down the hillside, right into the hidden trip line set earlier in the evening. With half the orcs tripped up, the party charged the remaining band. It was a tough fight, but the party proved victorious against the orcs and their witch-doctor leader!

The party rolled the dead orcs down the hillside and investigated the ruins. The shifters recognized it as an old site, sacred to nature loving folk… but they could not name specifics. In the center of the ring of stone was a large stone bowl, where the orcs had made sacrifices to some dark god. After the bowl was rolled down the hill too (where it hit a bump, went airborn, and then shattered!) something more interesting was discovered.

A large square space of stones was set into the ground, and within the square, a perfect circle of silvery stone. Half of this circle was filled with the silvery stone, but the other half was left empty. As the party worked to clean the area, the silvery stone began to glow from the light of the rising moon. It dawned on the party that they were standing in a sacred spot of the goddess Selune, and the stonework depicted a half moon… much like the one rising above them.

Suddenly, the moon circle began to glow brightly! The hilltop was awash in silvery light. Within the moon circle, a figure of light began to form. The creature was tall and beautiful, its features blurred with radiant light. Great, sweeping wings formed from its back and its silver robes whipped in a wind that was not there.

The creature introduced itself as a servant of the moon goddess, and it extended the goddess’ thanks to the party for reclaiming a holy site. It explained that they stood before a moongate that, when in conjunction with the moon above, would allow them to travel to other moongates. There were many moongates, it explained, scattered throughout the world, but most were lost to darkness. The being tasked the party to uncover other moongates so that Selune’s faithful could more easily spread her faith. The being asked each of the party to step forward to receive Selune’s blessing, which would allow them to use the gate.

All were eager, save the shifter siblings. The moon was a sacred thing to all shifters, but it’s glory was often also a curse. Shifters have within them the blood of lycanthropes, those shapeshifting monsters that often go mad at the sight of the full moon. The shifter worship more primitive spirits than the greater gods of Faerun, so they were not eager to bow before one’s servant and receive a blessing that could also be a curse.

In the end, the party convinced the shifters to accept the blessing, and with a touch of a silver sword, each party felt like the moon looked down upon them with kindness. The angelic being explained that the moongate would let the party travel to Silverymoon many miles to the north west, or travel to the hidden city of Evereska to the south east.

Though there was little debate that Evereska would be their destination, the party decided not to use the moongate immediately. Arden remembered that the orcs were supposed to be holding an ogre’s sack of goodies and she was curious what it might contain. She found the sack and, too her disgust, found that it was filled with gold… and the dehydrated heads of several dwarves! Agitha and Cahir were outraged that their distant kinsmen would be so desecrated, so they buried the heads and prayed over the graves. Revenge was wanted! Arden, however, fully explained that the ogre may not have killed the dwarves. The dwarf heads, however unsightly they may be, may also be bartered goods in the humanoid hill cultures. The ogre might not be to blame.

Arden beheaded several orcs and stuffed their heads into the sack. The plan was to confront the ogre and exchange the sack for the “shiny rock”. Though the dwarves wanted to stop the ogre from the possibility of ever harming other dwarves, they could not bring themselves to assault a creature that had not threatened them. In the end, the group traded the sack for a large, plain rock. The group was about to toss the mini-boulder when Cahir realized its true value. It was actually an unbroken geode that contained a crust of valuable gems inside. The party agreed that this was a good trade and headed back to the moongate. Bloke the ogre survived the day… but probably only because he insinuated that his band of brothers were just out of sight.

Later that night, the part gathered their things and led their horses into the moongate. One by one, the party appeared a few hundred miles away in the hidden city of Evereska. The party members were stuck with wonder at the sight that greeted each one as they stepped from the moongate. More surprised than the party, though, were a patrol of eladrin guards that happened to watch an uninvited party appear deep within their hidden sanctuary…

New Friends and a Final Fight

DM’s Note: I’m going back and adding updates now that more players are on the site!

Agitha, Redwind, Random, and Kerethil exited the mine entrance and found themselves in “present time” LLorkh. From their vantage on the hillside, they could see a crowd gathered in the city square. The party decided to avoid any crowds and made their way towards the Smoking Toad so that Curovar might tell them more about their newly acquired crystal.

Slinking through the streets, the party were greeted by a crowd of goodfolk fleeing towards them! In the distance, a patrol of hobgoblins were stomping through the streets, chasing something. The party stood their ground and discovered that the hobgoblins were chasing a pair of halflings. The party assaulted the hobgoblins, helping the diminutive duo escape. The halflings introduced themselves as Mae and Ham, a married couple who were also traveling acrobats. It seems that their showmanship (and message of personal freedom) were not welcomed by Llorkh’s new hobgoblin lords. The halflings followed the group to Curovar’s seeking safe shelter and a quiet moment to plan their next move.

After the fight, the party realized that Redwind, the shifter, was gone. Always quiet and mysterious, they wished him luck on whatever endeavor had called him, and pressed on.

Curovar examined the party’s new crystal and explained what it was: an ancient device that could perpetuate magical effects, and perhaps empower them. He explained how the crystal could be used as a focus for a ritual, and that the ritual would last for as long a the caster wished it, as long as the crystal remained intact. The crystal, it seems, was worth quite a bit of coin and would be desired by many an organization.

Kerethil also took the opportunity to have Curovar examine the Onyx skull. Curovar confirmed the party’s fears: the skull was an evil device designed to summon and control the undead. Thinking that it might help the party confront the hobgoblins, Kerethil experimented with the skull. He grasped it in both hands and made contact with several spirits in the area, attempting to communicate. The communion did not last long, however, as the skull could detect that Kerethil’s soul was no black, and it caused him great pain to wield it. Kerethil collapsed under the strain and ceded that Curovar could take the skull and seal it back in its original chamber.

The party now turned their attention to dealing with the hobgoblins. Mae and Ham decided to help, as they could not stand to leave a city under evil occupation. After much discussion the plan was hatched.

The first step involved freeing the captured soldiers and guards from the city jail. Not expecting an attack, the party broke into the jail and killed the hobgoblin guards. While the jailboss remained in the dungeon below and refused to surface and fight, Kerethil tricked him up by calling out in goblin that “it was all clear”.

Fifty prisoners were left alive and starving in the dungeons below. The party freed them and clued them in their plan. Of course, with Agitha praying to Pelor for healing and Random giving encouraging words, the freed soldiers were ready to fight. Amongst the prisoners, two strangers were huddled.

Brother and sister, Armas and Arden, were two shifters from the east. The party realized that they were of the same tribe as Redwind, but the siblings new nothing of him or his sudden disappearance. The siblings had left their tribe for their own reasons, and now wandered the country side looking for adventure and experiences. Arden was accompanied by a faithful wolf from the northern mountains. Alert and protective, Aura never left his master’s side.

Seeking revenge, Armas and Arden joined the party for the final assault on the hobgoblins. The party had previously learned that most of the hobgoblins sheltered in three different inns that they had commandeered as barracks. The plan was to send the freed soldiers to surround the inns, block the entrances with heavy carts, and then burn the structures to the ground. The soldiers eagerly agreed to do their part. Kerethil volunteered to lead a contingent to one of the inns, while Curovar was coordinating the attacks on the other two.

While the soldiers and Kerethil went on their way, the rest of the party climbed the central hill back to the manor house. The party had previous killed the manor’s previous owner, the tyrannical dwarf lord, only to return and kill Vesuvius on the same night that he’d claimed the manor for himself. Now the home to the hobgoblin commander and his body guards, the manor would be the site of a third and final battle.

At the appointed time, three blazing fires erupted below in the city. The manor doors flew open and several hobgoblin and bugbear guards marched into the city to investigate. The party entered through the backdoor, searching for the hobgoblin warlord.

Several minutes of searching led the party to follow a trail of battle and dead guards. It seems that a battle was already underway, and the trail of death led down into the cellar. The party descended and found the hobgoblin warlord and his bugbear bodyguards in a struggle against a host of incorporeal undead! The party heard one of the spirits hiss “Where is the skull! Give us the skull!”

It seemed that Kerethil’s contact with the spirits was successful, but since now Curovar had hidden the skull with magic, the undead were searching the city for it… starting with the giant manor in the middle. The party launched into the cellar, weapons flashing. Both hobgoblin, bugbear, and spirits fell under their blades. After a long and twisting battle, the party was victorious.

Later reports indicated that the fires were successful and killed most of the hobgoblins. The freed soldiers were able to handle the counter attacks, and many of the hobgoblins fled the city into the night. Llorkh was free once again.

Without a lord to lead them, the people of Llorkh were awoke the next day to confusion. With the party’s help, the town quickly elected a counsel of guild leaders to serve as a government, with the wizard Curovar serving as a tie-breaking vote on the counsel. The party, which now included the halfings and the shifters, stayed in Llorkh for a few weeks to rest, recuperate, and finish some minor missions of their own.

Kerethil had vanished into the city. The party looked for him, but got the impression that he didn’t want to be found.

Ham and Mae made sure that the new counsel government got up and running.

Agitha, founded a new temple to Pelor next to the manor on top of the hill. She found within the city a devout man with no family to serve as her priest. She trained him in the tenants of the faith, and with construction well underway, the city of Llorkh had a new guiding presence.

Where to next? The party was feeling the tingles of wanderlust, and with questions remaining about their new source crystal and two shifter guides to lead them, they decided to head east. Through the pass of the Gray Peak mountains, their intentions were to skirt the Netheril empire and travel through the Dales to the Moonsea. Rumors of old treasure and oppressed people were enough to head them on their way.

The Story So Far

The party met in Loudwater after weeks of traveling. After long roads and slow river currents, the Green Tankard Tavern offered a welcome bed and a warm plate to feed weary souls. Though each person had come to the Gray Vale for a different reason, each was hoping to find a new life of adventure and, for others, gold.

The party didn’t have to wait long.

The drinkers at the Green Tankard were thrown to the ground when a roaring explosion burst open the tavern windows and was followed by billowing clouds of dust. The townsfolk rushed outside to see that the stone and wood wall had been blown open, and vicious goblins were pouring in.

The tiefling warlord, Random, along with a half-orc paladin and a genesai swordmage, swiftly dispatched the goblin invaders. Though several townsfolk were cut down in the immediate invasion, the party had likely saved dozens more. Though some goblins attempted to flee south, the party chased after and offered no quarter.

The party realized that the goblins were attempting to steal a “horn totem”; a long black horn that had been turned into a crude dagger. The local curiosity shop wanted nothing to do with the cursed item, so the party was directed to Curovar, the local wizard who’d stolen it from the goblins a week prior.

Curovar explained that a tribe of goblins were living in an old dwarven crypt just south, in the Southwood. He challenged the party to enter the barrow and retrieve another totem that was sacred to the goblins: the skull of an ogre mage.

The tiefling, Random, held true to the challenge, but some of his early comrades were dissuaded or felt the call to other adventures. He put out an open call for comrades and his call was answered by a barbarian from the north, and a dragonborn wizard named Scorb.

Thus began the party’s first adventure. Accompanied by Loudwater’s adventurous leader, Lady Moonfire, the party delved into the barrow, defeated the goblins, and recovered the ogre skull. Unfortunately, an incident with an earthquake caused a rising tide of magma that forced the party out of the barrow before complete exploration could be accomplished… and when the magma reached the surface, some of the Southwood caught fire and still burns today.

Returning to Loudwater victorious, the party did not rest long. The goodfolk were still in need of brave souls, and it seemed that a foul beast was active within the city. People were disappearing, or being found disemboweled.

“I’m not stepping in that!”

The party, now joined by Gurvik the dwarven fighter, plunged into the ancient sewers to find the fiend and rescue a missing woman. jumping over canals of waste and treading slippery walks, the party discovered and defeated a cabal of Zehir-worshiping wererats. The true monster, though, was a hungry ghoul. Though it was defeated, the question remained: How did it get under Loudwater? The sewers were thought to have been sealed…

“It’s pulling on his @#*#!”

The party had tried several times to purchase adventuring gear, items of magic, or even a decent meal, but goods were short and always expensive. It seems that local bandits were slowing starving Loudwater of respectable, market-based capitalism. The party had had enough.

A group of bandits, assisted by an ogre, had parked themselves downriver on the banks of the Grayflow River. They had fastened a giant chain to the north bank, and used the ogre to pull it tight across the span of water when merchant barges came by. The party hid on one such barge and ambushed the abmushers! Though they were still inexperienced, the party killed the bandits and the mighty ogre. The party quickly realized that, though the riverbank was their point of attack, the bandits must lair somewhere else. Thankfully, one bandit was left alive, and with the use of a vicious rope-trick from the barbarian (see quote above!), the bandit talked… or rather squeeked. The party rode a captured wagon to an abandon roadside inn, where they defeated the bandits, their wizard leader, and a black dragon wyrmling.

“What’s that scratching sound?”

The party had earlier chosen to defeat the bandits, but even then, rumors of a disturbance were surrounding a nearby graveyard. A local family had gone to visit the graves of their long-dead family and had not yet returned. After the party returned from dealing with the bandits, the captain of the Loudwater guard informed them that they’d found the open sewer entrance. It seems that the earlier earthquake had crumbled some masonry, and allowed the ghoul to enter. The broken sewer entrance? Yep, right near the graveyard.

The party set out to see if any remained of the missing family, and if not, to put back to rest any wakeful dead. Absent the barbarian, but joined now by Kerethil, the half elf warlock, the party found exactly what they were looking for. Skeletal hands clawed the earth, attempting to break free from their grave prisons. The old grounds keeper shuffled the path, followed by his rotting, watchdog companions. Why all the recent activity? The magic wielders of the party could sense waves of necrotic energy pulsing from a large crypt in the back.

This time, the party confronted two ghouls as they were performing some dark ceremony. The last living member of the missing family was about to be sacrificed before a black, Onyx Skull. With the ghouls dead, the person saved, the party took the onyx skull to study further.

“Give us the skull.”

Exiting the crypt, the party was confronted by a host of armed hobgoblins. They demanded the skull, but said they were not present to kill without cause. Outnumbered, and weakened from their fight with the ghouls, the party bargained with the hobgoblins. To avoid a fight that nobody wanted, the party would leave with the hobs and meet with their leader, the mysterious Vesuvius.

A tiefling merchant, turned warlord, Vesuvius was a person of power. Somehow, he’d become the leader of a hobgoblin warband, and he had plans for the Gray Vale. He bargained with the party to obtain the Onyx Skull, in exchange for keeping it safe and allowing them time to research it. He offered to be the party’s patron, giving them missions and rewards. The party was not all convinced, but since they were surrounded by nearly 200 hobgoblins and bugbears, an agreement was reached.

“Aghh! Get them off me!”

For their first mission, the party was tasked to recover an ancient book that Vesuvius had purchased, but not received. The tomb was being held by a local gnome that had a reputation as a scholar and librarian. The party was given the location of the gnome and a description of the book, by a pretty eladrin, named Starry.

Random chose to sit this mission out, opting to watch the hobgoblin troops, in the guise of training with them. Kerethil and Scorb were joined by Alec, a devious bard already employed by Vesuvius, and another new recruit, Redwind, a shifter from the badlands to the east.

The party found the gnomes hideout: a small hill topped by an ancient oak. They worked their way into the barrow, which was an underground library covered in roots, vines, and shrubbery. The gnome tried to convince the party that the book contained information that was too dangerous for a man like Vesuvius to hold. Negotiations broke down, however, when Alec launched a blast of fire at the gnome. The fight was on, and it would almost prove to be too much for the party. Though the gnome appeared alone, he was actually accompanied by swarms of tiny drakes. The drakes ran through the underbrush (which proved to be illusionary) and swarmed the party. Biting, clawing, and scratching, the drakes pulled the party to the ground. It was a bloody battle, but the party prevailed. One scorched gnome later, they had the book, and returned back to Starry and Vesuvius.

The party’s next mission was to join the hobgoblin army in the invasion of the nearby town, Llorkh. Vesuvius explained that the town was under the iron thumb of a renegade dwarf. Taxes were high, people overworked, and prosperity had been crushed by greed. Llorkh would be Vesuvius’ staging ground for a new, more prosperous Vale. The party agreed to help, though their motivations were varied.

“Cry Havoc!”

The party joined a hobgoblin unit of roughly 25 troops. With their leadership and firepower, the hobgoblin unit cut through troops of Llorkh men. Taking the long way through the city streets, the party’s unit came up behind the last defenders, catching them in a pincher that proved undefendable. With the main battles over and won, the hobgoblin commander ordered the party to mount the manor hill. It was their mission to defeat the dwarven leader.

The party confronted the dwarf and offered him a chance to surrender or escape. The dwarf, enraged at the invasion of his city, was hearing none of it. He attacked the party with his goliath bodyguards. The party cut him down, and the city was won.

When things had calmed down, the party wondered at what they had done. Now hobgoblins patrols roamed the streets of Llorkh and the townspeople were shut indoors, afraid. Was the old dwarf leader that bad? Would the people be better off under Vesuvius? After meeting again with the wizard Curovar (who was found in his magic shop, the Smoking Toad), the party decided that they could no longer work for Vesuvius. A confrontation was inevitable.

“How would you like your fish?”

Still in Vesuvius’ good graces, the party was invited to dine with him and several of the town’s industrial leaders. Scorb had been mysteriously absent, sent on some mission of her own, but Random, Kerethil, and Redwind approached Vesuvius’ new manor with trepidation. At dinner, the party witnessed Vesuvius using his silver tongue to get the local guild leaders to agree to his appointment as the new lord. Several of the guild leaders seemed nervous and forced, but others seemed eager for new management. With the eladrin Starry at his side, Vesuvius was quickly consolidating power.

While Kerethil was holding a rendezvous with Starry outside at the balcony, Random was watching and waiting. As the dinner died down, it was clear that bodyguards were absent, the guild leaders were leaving, and Vesuvius wanted to talk business with the party alone. With Kerethil and Starry returned, the party exchanged furtive glances and waited for what Vesuvius had to say.

Vesuvius explained the his newly acquired book contained information that confirmed his suspicion: an ancient Netheril laboratory was hidden beneath the city of Llorkh. With the coordinates now discovered, he tasked the party to descend into the depths of an abandoned mine, uncover the long-dead laboratory, and recover a mysterious source crystal.

The party agreed, and then drew swords. They had had enough of Vesuvius, and it was time to end his schemes before it was too late. Absent any bodyguards, save Starry, Vesuvius’ own confidence was his downfall. The battle was not easily won, however. Vesuvius revealed himself to be not just a common tiefling, but rather a cambion; a half-devil with hellish powers. Starry implored the party to stop fighting, but it was later revealed that she was an evil succubus that had been using her mind-bending powers to charm and dominate the party throughout the fight. Once Vesuvius finally fell, however, Starry revealed her true form and screeched “My son!”, and then fled the scene. It seemed that Vesuvius’ plans were actually a family operation.

“I come to bury him, not to praise him.”

Since the newly acquired manor was mainly absent of allies, Vesuvius died without any help from his hobgoblins, and without anyone left to notice (save Starry). The party fled the manor, only to come into the middle of an argument between some hobgoblin troops and a stout dwarf maiden named Agitha. Agitha, a cleric of the sun god, Pelor (more commonly known as Amaunator, and previously as Lathander), had come to Llorkh to meet with the renegade dwarf leader. As a dwarven cousin, Agitha had come to counsel the dwarf and bring him back into the fold of dwarven ideals. Too late, however, she learned of his death at the doorsteps of his manor, and had now come to bury him.

The party left the manor and, seeing a noble-minded dwarf confronting the hobgoblins, they decided to continue their rebellion. A battle ensued and, despite the fact that the party had killed her lost-soul dwarf, Agitha saw their good intentions and decided to join the group.

“How deep does this thing go?”

The party was at a crossroads. Vesuvius was dead, but the hobgoblins still controlled the city. The party wanted to right their wrongs by freeing the city, but they were too small in number, and too little in might. They needed time, and resources. The idea was hatched to descend into the mines and find the ancient Netheril laboratory. Whatever Vesuvius had wanted, the source crystal, it was bound to be valuable and powerful. Perhaps with that in their possession, the party could gain the upper hand against their former hobgoblin allies.

Scorb was still missing, but the party, now joined by Agitha, delved into the mines. Finding a still working mine elevator, they descended a shaft that seemed to continue forever. Without warning, the elevator plunged through an area of blue flames! The flames did not burn, however, and Kerethil recognized the flames as remnants of the Spellplague from a century earlier. What the party found at the bottom of the shaft was not some ancient, abandoned tomb.

“Where the gods… WHEN the gods are we?”

The “ancient, abandoned” laboratory was anything but. Alive with active magic and living personnel, the laboratory was in a state of living confusion. Red warning lights flashed everywhere. Broken furniture abounded. Guardians, both living and dead, stalked the halls. The party surmised that they were either back in time 2,000 years, or that the Netheril laboratory had been transported forward 2,000 years to the present time. Due to a sudden lapse of magic, the laboratory was a chaos of released experiments, risen soldiers, and broken magic.

The party braved the dark halls and monstrous freaks, and came to the source crystal’s guardian: a sand dragon of ferocious intent. Half-blinded, bloodied, and exhausted, the party prevailed, but nearly at the cost of one of their lives. Blinded by the sand dragon, Random did not see the vicious crystal trap glow to life. In a blast of red light, he lay fallen. Only a last second healing potion saved his life. Kerethil’s eyes moved to the crystal.

The source crystal was removed from its mystic alter and the magic of the laboratory vanished. The party made their way through the now silent station and back to the mine elevator. The blue flames remained, though, and the party passed through them, seemingly unhurt, and back to the surface.

So, now the party is at another crossroads. They have matured, grown in experience and strength, but they still face an army of hobgoblins. Their friends are few and far between, but they have some powerful items that may help. The Onyx Skull is once again in their possession (liberated from Vesuvius’ bedroom), and now they have an ancient source crystal. Will these items prove valuable, or a curse?

Welcome to your Adventure Log!
A blog for your campaign

Every campaign gets an Adventure Log, a blog for your adventures!

While the wiki is great for organizing your campaign world, it’s not the best way to chronicle your adventures. For that purpose, you need a blog!

The Adventure Log will allow you to chronologically order the happenings of your campaign. It serves as the record of what has passed. After each gaming session, come to the Adventure Log and write up what happened. In time, it will grow into a great story!

Best of all, each Adventure Log post is also a wiki page! You can link back and forth with your wiki, characters, and so forth as you wish.

One final tip: Before you jump in and try to write up the entire history for your campaign, take a deep breath. Rather than spending days writing and getting exhausted, I would suggest writing a quick “Story So Far” with only a summary. Then, get back to gaming! Grow your Adventure Log over time, rather than all at once.


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