- It’s fun.
- It’s surprising.
- If good, it makes the players more apt to try their luck the next time some equally foolish venture presents itself.
- It brings the unique nature of a patron directly and immediately to the table.
- It gives the bonded PC some unique trait that is the direct result of play, rather than of buying feats during chargen.
Friday, 11 December 2015
Some Thoughts About Patrons in Dungeon Crawl Classics
Thursday, 2 August 2012
Using Patrons in the Dungeon Crawl Classics Role-Playing Game
Saturday, 23 December 2023
Snow Miser and Heat Miser
The strange beings known as Snow Miser and Heat Miser are brothers, two of the many children of Mother Nature. Each views the other as his primary antagonist, so that a being bonded with one cannot be bonded with the other – indeed, their patrons will instruct them to actively work against those who bond with their rival sibling! The only thing potent enough to make the Miser Brothers work together is the chance to foil another of their siblings’ plots, such as the North Wind.
Snow Miser dwells in an arctic land, while Heat Miser lives in an active volcano. Somehow, their lands share a common border. They have divided the world between them, and although their agents make frequent forays into the territories of their opposite patrons, the Miser Brothers usually disavow active knowledge of these raids. Heat Miser seeks to frighten mortals with tales of an unending Fimbulwinter, while Snow Miser’s agents warn of global warming. In preindustrial campaign milieus, a new ice age may be a viable threat, but if the campaign takes place in a post-industrial world, it eventually becomes clear that Heat Miser is winning, and Snow Miser’s warnings about global warming are not just hot air.
In order to bond with Snow Miser, a postulant must travel to a cold location, either due to climate or season. In order to bond with Heat Miser, a postulant must travel similarly to a hot environment, such as a desert, volcano, or steaming jungle. Those bonded to Heat Miser may not cast spells creating or manipulating cold without gaining the ire of their patron. Likewise, Snow Miser forbids his devotees from magic creating or manipulating heat or flames.
|
Invoke Patron check results |
|
|
1 |
Lost,
failure, and worse! Roll 1d6 modified by Luck: (3 or less) corruption +
patron taint; (4-5) corruption; (6+) patron taint. |
|
2-11 |
Failure.
Unlike other spells, invoke patron
may not be lost for the day. Depending on the results of patron bond, the wizard may still be able to cast it. |
|
12-13 |
It
becomes noticeably colder or hotter in the immediate vicinity of the caster
as their patron’s attention is drawn to them. This change in temperature may
be harnessed by the caster, granting a +4 bonus to a spell check made in the
next Caster Level rounds. |
|
14-17 |
A
cloak of ice or flames surrounds the caster, providing a +4 bonus to AC for
1d5 rounds. At the end of this period, the bonus is reduced by 1 as the cloak
dissipates, until it is gone when the bonus reaches +0. |
|
18-19 |
All
enemies within 100’ must succeed in a Will save vs. spell result or begin to sing about how great the
caster’s patron is. This song-and-dance number lasts 1d5+CL rounds. An
enemy targeted with a spell or attack during this period (successfully or
not) is immediately freed from the enchantment. Otherwise, enemies take no
move or other action except singing and dancing. |
|
20-23 |
The
caster chooses 1d3+CL targets within 500’. These take 3d6 damage due to
either cold or fire (depending upon the patron). A Fort save vs. the spell
check result is allowed to reduce damage by half. |
|
24-27 |
The
caster is shrouded in ice or heat, which increases the caster’s AC by 1d4+CL.
Each round, the caster may send either a bolt of ice or fire (depending upon
their patron) to a range of 500’ (5d6 damage, Reflex DC 15 for half), but
doing so reduces the AC bonus by 1. The AC bonus lasts until expended or 1d5
hours have passed. Once the AC bonus is gone, the caster can no longer spend
it on attacks. |
|
28-29 |
A
single Miser Imp is sent to assist the caster in whatever manner the caster
commands. The Miser Imp remains until reduced to 0 hp or until the next dawn. Miser Imp: Init +2; Atk touch
+2 melee (1d6 cold or heat); AC 12; HD 3d6; MV 30’; Act 1d20; SP
transform/melt objects, death throes; SV Fort +4; Ref +5; Will +7; AL N. |
|
30-31 |
The
temperature within 500’ of the caster immediately raises/lowers by 1d4 x 10
degrees Fahrenheit. In addition, enemies of the caster within this range are
chilled/heated even more, taking 1d8+CL damage each round they remain within
this area (no save). The damage remains in effect for 1d5+CL turns, but does
not move with the caster. The change in ambient temperature remains until
natural (or supernatural) conditions cause it to change (as determined by the
judge). |
|
32+ |
For
the next 1d6+CL hours, any non-magical weapon striking the caster melts or
turns to snow (no save), doing only half damage. Further, the caster is
charged with heat or cold, and all their physical or magical attacks do an
additional 1d14 damage during this period as this power is conducted by, or
embodied within, them. |
Spellburn
The Miser brothers can lend aid to their supplicants
when requested. If a supplicant is casting a spell related to their patron
(such as control ice for Snow Miser or fireball for Heat Miser), they gain an
additional +2 bonus to the spell check when performing spellburn. When a caster
utilizes spellburn, roll 1d4 and consult the table below or build off
suggestions to create an event specific to your campaign.
|
Roll |
Spellburn Result |
|
1 |
Casting
the spell causes uncontrolled shivering or sweating, which manifests as
Strength, Agility, or Stamina loss. The shivering or sweating subsides as
this damage is healed. |
|
2 |
As
part of the casting, the caster must perform an elaborate song-and-dance
routine praising their patron. This temporarily drains part of the caster’s
soul, manifesting as Strength, Stamina, or Agility loss until it is
recovered. |
|
3 |
Conflict
with the other Miser Brother prevents the patron from devoting full energy to
the caster. Regardless of the amount of spellburn, the caster only receives
the benefit of 1d4 points, and any remaining amount is lost. |
|
4 |
In
a moment of magnanimity, the patron offers to double the bonus from the
caster’s spellburn, if the caster will agree to undertake a quest sabotaging
some scheme of the other Miser Brother’s. The nature of this task is left to
the judge to detail, but if not completed in a reasonable time (as determined
by the judge), the patron removes all access to spells save those used in
direct support of the quest. |
Tuesday, 24 December 2013
Belshar of the Five Eyes
|
Wishing you & yours
a wonderful holiday season
& a happy new year!
Raven Crowking's Nest
proudly presents
Belshar of the
Five Eyes
|
||
|
From
where within the strange depths of space and time sprang the strange
creatures known as the Brotherhood of Ten Wizards none can say. Each appears swathed in an illusion of
being a humanoid figure, whose features are hidden by a dark-shadowed cowl,
in which a number of glowing and moving eyes – seemingly upon stalks or
tentacles – are all that can be seen.
Those who have penetrated even part of this illusion tell of disquieting
spider-like beings, although they seem keen to protect the dominion of men
and the integrity of worlds.
There
are only ten of these beings known, and each has a different number of
apparent eyes, from none to nine. The
Eyeless Brother and the Brother of the Nine-Eyed Face are said to be the most
powerful among them, but Belshar of the Five Eyes may be deemed a worthy
patron in his own right. Like his
brethren, he seeks out good-hearted wizards and other champions, who he seeks
to position to the benefit of his chosen milieu. Many of the Ten enjoy meddling with each
other, and Belshar of the Five Eyes is known to have such a relationship with
both Mungblesh of the Three Eyes and desert-dwelling Jawag of the Two Eyes
(who is perhaps the most normal-appearing of the Ten, although also the
shortest).
It
is not unknown for each of these three to act as patron for three members of
the same party, delighting in setting the sponsored wizards and elves against
each other in minor ways for their own amusement.
The
ceremony for Belshar of the Five Eyes may take place in any large urban area.
|
||
|
Invoke Patron
check results:
|
|
|
|
12-13
|
The
caster hears the dry, thin voice of his patron, encouraging him to his best
endeavour, for no other aid is forthcoming.
This encouragement can be used to recall one lost spell to the
caster’s mind, or to give the caster a +4 bonus on a single die roll, but not
both.
|
|
|
14-17
|
Belshar
has a moment to spare for the caster, and will psychically give the caster
advice regarding his current situation, or a known situation that is
upcoming. While Belshar does not have
as full a knowledge as the judge, he has broad knowledge about many subjects,
and can generally offer some hidden information or excellent advice. The nature of the advice should be
determined both by the questions the caster asks, and Belshar’s
motivations…which sometimes include his own amusement. At the judge’s discretion, this advice can
give a total bonus of no more than +8, to be split among one or more die
rolls related to the advice given.
|
|
|
18-19
|
Belshar
grants the caster a single-use magic item, such as a scroll or a potion, to
aid him in his current quest. This
item is chosen for its usefulness, and can be as powerful as the judge
desires. For example, Belshar may
offer a scroll that slays all other wizards within a mile radius, or a potion
that can shrink the caster to a size needed to enter a maze of rat’s
tunnels. These are intended to be
useful, but may result in amusing circumstances, as the Ten work to entertain
themselves as well as to aid the multiverse.
|
|
|
20-23
|
The
Five-Eyed One places some importance on the caster, or on the mission the
caster is currently engaged in, and sends strong encouragement and an
exhortation for the caster to succeed.
This is so encouraging that the caster immediately gains 5d4+CL bonus
hit points. All future damage comes
from these hit points first, but damage already taken is unaffected. Bonus hit points cannot be healed. At the end of CLd6 x 10 minutes, whatever
bonus hit points remain fade away.
|
|
|
24-27
|
Direct
Intervention! Belshar takes control of
the caster, and casts a spell through him using his next Action Die. This spell is cast with a +8 bonus on the
spell check, and is determined randomly.
It does not matter if the spell caster cannot cast the spell, and
there is no penalty (corruption or patron taint) to the caster for failure. The spell otherwise acts as though the
caster had cast it. Roll 1d5: (1) choking cloud, (2) colour spray, (3)
enlarge, (4) magic missile, or (5) magic shield.
|
|
|
28-29
|
Direct
Intervention! Belshar takes control of
the caster, and casts a spell through him using his next Action Die. This spell is cast with a +10 bonus on the
spell check, and is determined randomly.
It does not matter if the spell caster cannot cast the spell, and
there is no penalty (corruption or patron taint) to the caster for failure. The spell otherwise acts as though the
caster had cast it. Roll 1d5: (1) invisibility, (2) mirror image, (3)
monster summoning, (4) spider web, or (5) strength.
|
|
|
30-31
|
Direct
Intervention! Belshar takes control of
the caster, and casts a spell through him using his next Action Die. This spell is cast with a +12 bonus on the
spell check, and is determined randomly.
It does not matter if the spell caster cannot cast the spell, and
there is no penalty (corruption or patron taint) to the caster for failure. The spell otherwise acts as though the
caster had cast it. Roll 1d5: (1) fly, (2) gust of wind, (3) haste, (4)
lightning bolt, or (5) planar step.
|
|
|
32+
|
Eyes
From the Overworld. A thousand
thousand glowing eyes emerge from some celestial overworld or another plane
of the multiverse, surrounding the caster and up to CL allies within 100’ of
the caster, protecting them from all harm and shielding them from all effects
within the plane the caster currently inhabits. The eyes transport the caster and his
affected allies up to 10 miles through the overworld, emerging at a place
chosen by the caster (or a random location if the caster does not
choose). The characters have CL rounds
before they are transported to use spells or other means to aid themselves
while so protected. Once the
characters re-emerge, the eyes fade back to the overworld.
|
|
|
Patron Taint: Belshar of the Five Eyes
|
||
|
|
|
|
|
Dealing
with Belshar is more annoying than corrupting, and most of the patron taint
associated with the Brotherhood of Ten Wizards results from this. Once all patron taints at all levels have
been attained, the caster need not roll for patron taint in the future. In addition, the caster gains a +5 bonus on
all future rolls to determine corruption.
|
||
|
Roll
|
Result
|
|
|
1
|
Irritation: So irritating is Belshar’s sense of humour
that it can become difficult to call upon him. When this is first rolled, the caster must
succeed in a DC 10 Will save to cast invoke
patron to call upon Belshar. If
rolled a second time, the DC raises to 15.
If rolled a third time, the DC raises to 20. Ignore all future rolls.
|
|
|
2
|
Spying Eyes: When this patron taint is rolled, a glowing
eye appears on a random part of the caster’s body, as determined below. Although the eye is not functional for the
character, it is an extension of Belshar’s eyes, and the patron can observe
through them if he so wishes. Once
this is rolled five times, ignore all future rolls. To determine eye location, roll 1d12: (1) right hand, (2) left hand, (3)
forehead, (4) back of the head, (5) chin, (6) chest, (7) back, (8) right
knee, (9) left knee, (10) right foot, (11) left foot, or (12) nose.
|
|
|
3
|
Mission: Belshar sends the caster on a mission to
defend the integrity of the local world or the multiverse. When this is first rolled, the mission
requires the caster to travel no more than 1d5 hours, and requires the caster
to defeat a minor threat whose Hit Dice are no more than the caster’s Caster
Level (and are likely to be 1d3 less).
When this is rolled a second time, the threat is equal to the caster’s
Caster Level, and the caster must travel no more than 1d5 days to meet this
threat. When this is rolled a third time,
the threat is equal to the caster’s Caster Level +1d5, and the caster may be
required to travel up to 1d5 weeks, or to another plane of existence, to meet
it. Once all three threats have been
neutralized, ignore future rolls of this taint.
|
|
|
4
|
Amusement: This seems similar to a mission, as of on a
role of “3”, above, but when the caster encounters the supposed foe, it turns
out to be a joke of Belshar’s. The
danger may be real, but the caster may find himself opposing a friend,
discover that the adventure revolves around some horrid pun, or is otherwise
designed for the amusement of the Brotherhood of Ten Wizards. This can only be rolled three times, as
with “mission”, above.
|
|
|
5
|
Lecture: Belshar calls the caster to hear a lecture
on some boring subject. The first time
this happens, the caster must travel for 1d5 x 10 minutes to attend Belshar,
and must succeed in a DC 10 Will save, or he will fall asleep, and must
repeat this level of patron taint before proceeding to the next when it is
rolled again. The next level of patron
taint requires the caster to travel 1d5 hours out of his way, and requires a
DC 15 Will save to stay awake. The
third (and final) level requires a DC 20 Will save and takes the character
1d5 days out of his way. Although boring,
each of these lectures has some relevance to events in the campaign milieu,
or to the current adventure, and the caster gains a +4 bonus to a die roll of
his choice in the next 24 hours if he manages to stay awake, as it pertains
to the point Belshar was belabouring.
|
|
|
6
|
Mungblesh and
Jawag: If it is not enough to deal with Belshar’s
sense of humour, the caster must also deal with the mad comedy of Mungblesh
and Jawag. Each time this patron taint
is rolled, Belshar’s rivals play some dark joke on the caster, which is not
intended to be deadly, but will make the caster’s life harder in some
way. The judge is encouraged to come
up with the most twisted jests he can, and play them out against the caster in addition to the normal encounters
of a given adventure. This patron
taint can only be rolled five times; ignore additional rolls.
|
|
|
Patron
Spells: Belshar of the Five Eyes
|
|
|
|
Belshar grants three unique spells, as follows:
|
|
|
|
Level 1: Belshar’s Unwinking Eye.
|
|
Level 2: Belshar’s All-Seeing Eye.
|
|
Level 3: Belshar’s Rays of Burning Sight.
|
|
Spellburn: Belshar
of the Five Eyes
|
||
|
|
|
|
|
Belshar
does not approve of spellburn, and grants it only reluctantly. When a caster utilizes spellburn, roll 1d4
on the table below, or build off the ideas presented therein to create an
event specific to your home campaign.
|
||
|
|
|
|
|
Roll
|
Spellburn Result
|
|
|
1
|
Belshar
is repulsed by the idea of spellburn, and does not grant it at this
time. Unless the caster has another
patron to call upon, he cannot utilize spellburn for the next hour.
|
|
|
2
|
Belshar
reluctantly agrees to grant spellburn, but will grant no more than 5
points. The caster’s soul is connected
to a benign overworld, which drains his energy (manifesting as Strength,
Agility, or Stamina loss).
|
|
|
3
|
Belshar
grants the effect of 1d5 points of spellburn without cost. Unless the caster has another patron to
call upon, he cannot utilize spellburn for the next 1d5 hours.
|
|
|
4
|
Belshar
grants the effect of 1d5 points of spellburn without cost. Unless the caster has another patron to
call upon, he cannot utilize spellburn for the next 1d5 days.
|
|
Tuesday, 16 July 2019
Dungeon Crawl Classics - Patron Finder
It is almost 100% certain that I am missing several patrons already. Links go to listings in the DCC Trove of Treasures, and will be updated accordingly as that blog is updated.
As it stands, though, this page will help you locate patron information for your DCC, MCC, and related games.
Aakaanksha, The Granter of Pleasures
Acceptance, the Root Organ-Fractal
ACHROMA (Ad-Hoc Computer Hierarchy with Recursive Optical Memory AI)
ADEONA (Accelerated Destination Engineering & Orbital Nilspace AI)
Afara
Afgorkon
Agaderathil, the Black Between the Stars
A’KAS
Alboran, the Red King
Alkivasha
The Anti-Sam, Patron of the American Nightmare
Archdloos,The King of Swords
Arioch
The Arm of Vendel Re’Yune
Ar-Mammon, Lord of Hidden Treasures
Ars-Eleeta, Goddess of Technology
Atraz-Azul, Mother of Spiders
Avridar, King of Air, the South Wind, the Sirocco, the King of Storms
Azi Dahaka
Baal Zymymar
The Baba Jedza
Balancyrs, the Changeling Prince
Belshar of the Five Eyes
The Benefactors
The Benighted Pleomorphic Prion from Beyond
“Billy Jack”, An Artificial Intelligence Patron for DCC
Biloop, King of Sealife
B’kakaaw, Queen of Birds
The Black Goat
Blorgamorg, the Chthonic Snail
Bobugbubilz
The Bone Lady
Brinae, Queen of Water, Lady of the Laughing Waters, the River Maiden, the Mistress of Clouds
Buddy O’Burger
Camazotz the Death Bat
Carnifex
Castle Oldskull
The Cinder Claws
Ćire, Interdimensional Patron
Crimson Anagalis, the Repentant Collector
Culmenthdor the Sundered
The Curator
Daenthar, Progenitus of Inspiration
Dagon
Dahudmorgan
The Dead Rock Star, Patron of Fame and Excess
Death
Demogorgon
The Demon, the God of Thunder, Doctor Love
The Dimensional Dogs
Doctor Chapman
The Dweller in Dreams
Dzzhali
The Earth Brain of the Cyberhive
Ehawol, the Fallen
Elemental Lords
Emperor Norton I, Patron of the Benevolently Mad and Those Enslaved by Circumstance
Entorpus
Enzazza, Queen of the Hive
The Faerie Ring
Fantomah the Jungle Goddess
Father Frost, Craftsman of the Northern Lands
The Fiddler
Finngolric
Flash and Twilight
Floating Island of Terror
The Fog Beast
The Four Maidens of Tylin
Friggseth, the Seed in the Earth
GAEA (Global Array Earth AI)
The Gallows Tree
Ganelith, Lord of the Twisted
Garun, God of Scientific Slaughter
Gaz and the Drake
Gearswave, Inc.
Gelos, the Black Jester, Old Grin Maw, Death’s Mooncalf
The Gentle Lady
Ghrelin
Ghywval, the Dead God
The Giant Ebony Hand
Gloriana, Faerie Godmother
The Gods of Trouble
Golsimea, the Coming Change
The Great Ak
The Great Pumpkin
The Grey Directorate
Grimtooth
Grom, Prince of Elemental Stone
Gruuhm, Elemental Lord of Earth
Gul, the Old Darkness
Gydrion the Wanderer, Gydrion the Curious, the Wandering Wizard, the Hedge Wizard
HALE-E (Hologrid AI Login Entry – Entertainment)
The Hates
Haeviel, the Six-Winged Wonder, the Seraphim, the Righteous Knight of Heavens
HEXACODA (Holistic Entry-Exit AI, Coded on DNA)
Hhaaashh-Lusss, Lord Duke of Reptiles
Hidden Lord, God of Secrets
Hizzzgrad, Daemonic Lord of Crawling Things
Hollura
Horned King
Hraalvid, King of Earth, the Lord of Patience, the Lord of Stone, Keeper of Wisdom, Earth-shaker
Huitzilopochtli, Lord of the South, God of War
Ik'tik'buboe, the Drowned Sultan
Ioelena
Issek of the Jug
Ithha, Prince of Elemental Wind
John Henry, Steel Drivin’ Patron
Johnny Appleseed
Kaaboleth
Kala Môr
Kandri-sek, Queen of Fire, Queen of Passion, Child of the Phoenix Lord
Kannimorg, King of Bats, Bears, and Wolves
King Halgaz Bekur
The King of Elfland
Kizz
Kizzithixx, the Lord of Chains, the Bound One
Klarvgorok, the Merciless Gaze
Kos
Krakaal, Prince of Elemental Flame
Krelvax the Weaver
The Lady in Blue (Patron Write-up)
Lady of Shadows
Lamia, Patron of a Mother’s Nightmare
Lao T’zai
Lavarial, Angel of the Temple
Lilith (1)
Lilith (2)
Locust Lord
Logos, the Perfect Form
The Lonely King
Lumgolit, the Demon Queen of the Spider Pits
Mab, Dark Queen of Faerie
The Mad Moon
Magog
Magog the Beast
Malloc the Dark Creeper
The Man in the Green Velvet Coat
Manateecuhtli
MANGALA (Mars Asynchronous Networked Galactic AI)
Marcus Tertius
ME10 (Mnemonic Entity X 10 Billion)
The Mean Old Man
Menelotera, the Devil Bloom
Merlin (Revised)
The Metal Gods
Midwinter Maker
Mike Fink
Modeca, the Second of Three (Ol’ Blackcloak)
Mog the Spider God
Mog’Malu
Moolineha, Queen of the Hooved
Mrowra, Queen of Cats
Mrs. O’Leary’s Cow, Patron of Arsonists
Mulferret, Queen of Weasels
Mulmo, He Who Whispers Forgotten Secrets
Myassari, the Patron of Birth and Decay
Myrddin
Naaz-Ibhax, the Elder Eye and the Shapeless One – Chaos Lord
Nalfeshnee, Lord of Pigs (Expanded)
Narrimunth, Spawnmother of Rats
The Nazhghad
Nektherazzan, the Everburning Flame of the Desert
Nengal, the Wild One
Nergal
Nhool
Nick’claus
Ningauble of the Seven Eyes
Nul, the Mindless God
Obitu-Que
The Old Man of the Mountain (a.k.a. the Great Stone Face), Patron of Knowledge and the Land
The OVERLORD (Operant Very-Efficient Regulated Locality Reconnaissance Defender)
Pagnyr'Parkus
Pandelume
Patsy, Patron God of Henchfolk
Pesh Joomang, the Gate and the Keeper
Ptah-Ungurath, Opener of the Way
Pwyk
The Queen of Battle, Death’s Handmaiden, the Black Queen, the Doom Bringer, the Destroyer
The Queen of Ice and Frost
Quetzalcoatwalrus
Radu, King of Rabbits
The Ram of Light
The Rat God
Razor-Worn, Henceforth the Shaft
The Red Death
The Red Duke
Reidmar, the Deathless
Serbok, the Slithering Shadow
Setanda
Set-Utekh the Destroyer
Sezrekan
Shaggath-Ka, the Worm Sultan
Shaloth
Shammat, Lady of Cats
Sheelba of the Eyeless Face
Sheytherax, Emperor of Reptiles
Sintar, the Knower
Sisssnagarasssh
Sister Ultiva, Goddess of Vengeance
Sky-Lasher the Everlasting, Trident of the Sun
Somnos, the Dreaming God
Sperato, God of Hope
The Spider Goddess
Splaasha, Prince of Elemental Water
Squallas, Mistress of the Night Soil Rivers
Sseleen'Jeril, the Emerald Snake, the Coiled One, the Endless Beast
Stagger Lee (a.k.a. Stackalee, Stack-o-Lee, or Stagolee), Patron of Badasses
The Star Child
Stardust the Super Wizard
Supreme Brainskull Commander
Tamar
Tamarah Pandoramicum
TETRAPLEX (Transcendent Extrapolating Term Research AI Pelxed)
Theszolokomodra
A Thing from the Between-Places
The Thing in the Crimson Void
Thantrix the Ineffable
The Three Fates
Torvak, the Enslaved Ape God
The Trickster
Trisdeus the Tri-God
Tsemobog: The Tongue of Hod
The Twisted One
The Two Faced Horned God, a Patron of Druids and Witches
UKUR (Universal Kinetic Underground Rail)
Umwansh, Father of the Waves
Uncle Sam, Patron of the United States of America
Urhatta, the Worldwalker




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