The Crimson Vigil: Race Against Dusk
The Crimson Vigil: Race Against Dusk
The party has six days to prevent the Umbral Hunger's manifestation by locating and destroying the remaining phylacteries across the desert and beyond. Racing against encroaching shadow influence and the Sovereign's final preparations, they must secure the Crimson Phylactery from the Temple of First Blood in the deep desert while managing the cracked obsidian phylactery's degradation and protecting Sera Veth from the Sovereign's assassins. This session bridges the tower's destruction with the larger continental quest to come, demanding both tactical combat and moral judgment as the party navigates their newfound role as heroes hunted by darkness itself.
Read Aloud
The Sunset Tower's collapse still echoes through Vel Aramis—dust rises in sickly orange pillars against the dawn sky, and the screams of the buried have faded to an eerie, deafening silence. You stand in the rubble-strewn plaza before the tower's broken base, the cracked obsidian phylactery clutched in a protective case that grows warm to the touch. Fine cracks spider across its surface, and within, a pale luminescence pulses like a dying heart. Keeper Torvin staggers toward you through the smoke, his robes torn and stained with ash. Behind him, refugees flood the streets—merchants, nobles, servants—all fleeing the tower district in chaos. The phylactery trembles in its case. You have six days until it shatters completely.
Description
The immediate aftermath of the tower's destruction. The party must process the consequences of their victory: hundreds dead, the city in turmoil, refugees in need, and the cracked phylactery deteriorating faster now that they've destroyed the Soulveil. Keeper Torvin delivers urgent intelligence about the Sovereign's timetable and the location of the first external phylactery—the Crimson Phylactery in the Temple of First Blood, deep in the Singing Desert, three days' journey east. The party must decide whether to rest, gather supplies, or leave immediately. This scene emphasizes moral weight and urgency in equal measure.
DM Notes
Allow the party a brief moment to roleplay their feelings about the tower's collapse and their responsibility for the deaths. Keeper Torvin is grief-stricken but focused; he will not dwell on casualties if the party presses for information. The phylactery case can be examined with a DC 13 Arcana check to determine it will shatter in 5-6 days (not 7—time is tighter than they think). Sera Veth is recovering in Torvin's safe house; she can be visited but is not combat-ready. Offer the party supplies: healing potions, rope, waterskins, and a map from Valdris marked with the Temple of First Blood's location. A DC 14 Insight check on Torvin reveals he's hiding something about why the Sovereign chose this temple specifically—he can be pressed, but will only reveal it after the party reaches the desert.
The Singing Desert
Read Aloud
Three days of hard travel have left your throats parched and your skin burned bronze by the unrelenting sun. The desert around you seems alive—wind carries a strange, almost musical quality, a harmonic hum that sets your teeth on edge and makes the cracked phylactery vibrate softly in its case. The sand here is stained deep red in long, parallel streaks, as if a giant had dragged bleeding fingers across the dunes. You crest a ridge and see it: the Temple of First Blood, a massive structure of black stone and crimson quartz that rises from the desert floor like a wound that refuses to heal. Two sphinx-like statues flank the entrance, their stone eyes seeming to follow you across the sand. The humming grows louder. In the distance, you spot movement—dark silhouettes moving parallel to your path. The Sovereign's hunters are tracking you.
Description
The party's journey across the desert tests their endurance and introduces the Umbral Hunger's environmental influence. The desert itself seems corrupted—the humming sound is the phylactery's resonance interfering with the natural harmony of the land. The red-stained sand is ancient, from a battle fought centuries ago when this temple was first sealed. The dark silhouettes are Obsidian Sentinels, but they maintain distance, testing the party's resolve rather than attacking outright. The party must decide whether to make for the temple immediately (risky but faster) or set up camp and scout (safer but the phylactery weakens further). This scene raises the stakes and establishes the Sovereign's omnipresent threat.
DM Notes
The Singing Desert requires a DC 13 Constitution saving throw for each party member once per day of travel to resist fatigue and dehydration. Failure results in one level of exhaustion (no hit point loss, but the exhaustion stacks for multiple failures across the three days). The phylactery's vibration can be felt through the case—it's becoming unstable. A DC 15 Arcana or History check reveals that the red staining is from a ritualistic battle, not natural wear. The Obsidian Sentinels (described in Scene 3) are maintaining a 400-foot distance and will not engage unless the party approaches them or camps near the temple entrance. They serve as a visual reminder of constant pursuit. Allow a short rest if the party camps, but grant no long rest due to phantom sounds and the phylactery's pulse disrupting sleep.
The Temple's Threshold
Read Aloud
The temple's interior is a maze of stone corridors lit by bioluminescent fungi that cast sickly green light across carvings of writhing figures and ancient rituals. The air is thick with incense and something fouler—the smell of old blood and burnt flesh. The floor is inlaid with a massive mosaic depicting a ritual circle, its center stained a deeper crimson than any dye could produce. At the chamber's far end, a stone altar holds a phylactery of deep red crystal, identical in form to the one you carry but unmarred and whole. A figure stands before it—a woman in dark robes, her face obscured by shadow, her shadow extending impossibly long across the ground. As you step inside, the temple's doors slam shut behind you. The figure turns. "The Sovereign anticipated your arrival," she says, her voice overlapping with dozens of others. "I am Vesica, Prime Shadow-Touched. The Crimson Phylactery is not yours to claim."
Description
The temple's interior is a dungeon-crawl experience, but this scene focuses on the climactic chamber where the party confronts Vesica Prime and her shadow-touched servants. Vesica is not the Shade-Mother from the tower—she is something worse: a shadow-touched being who has willingly merged her consciousness with the Sovereign's influence, becoming a conduit for its power. The phylactery sits unguarded on the altar, but it is warded; touching it without first dealing with Vesica will trigger a necrotic pulse (2d10 necrotic damage to anyone in the 30-foot chamber). The temple's architecture includes four stone pillars, a 10-foot pit of ash and bone at the chamber's center, and shadow-touched servants that emerge from the walls during combat. This is a medium-difficulty combat encounter designed to be tactically interesting for a balanced party.
DM Notes
The temple's corridors before the chamber can include 1-2 minor encounters (shadow-touched servants, a swarm of shadow ravens, or a collapse that requires Athletics or Dexterity saves). These serve as resource drains before the main encounter. Vesica Prime should be played as cold, methodical, and somewhat detached—she speaks as if the Sovereign is looking through her eyes, creating an unsettling roleplay experience. During combat, she will attempt to separate the party, using darkness and illusions. The phylactery's ward is mechanical, not magical; a DC 16 Investigation check or any successful Disarm (Rogue trick) can disable it. Vesica Prime will attempt to destroy the phylactery if combat turns against her, forcing the party to choose between stopping her or saving the phylactery.
The Phylactery's Truth
Read Aloud
The Crimson Phylactery pulses in your hands, warm and alive, its light mingling with the cracked obsidian's dying glow. For a moment—just a moment—the temple shifts. You see it as it truly is: not a temple of shadow, but a tomb, a monument to the Umbral Hunger's first awakening in this world. The carvings depict not worship, but binding—chains of light and will wrapped around a darkness too vast to comprehend. An echo of consciousness brushes against your mind, not malevolent but desperate, trapped: "Five anchors. Five prisons. Break the circle at dawn on the seventh day, and we are free. The Sovereign... is us. We are the Sovereign." The vision fades. Torvin's voice crackles through a sending stone in your pack: "Where are you? The tower's investigation is turning ugly. Noble houses blame your actions. And the phylactery... how much time do you have?" You have five days left. The cracked obsidian phylactery will not last much longer.
Description
A moment of revelation and consequence. The party learns a critical truth: the Sovereign is not a separate entity controlling the Hunger, but rather the Hunger's own consciousness, fractured and imprisoned across five phylacteries. This recontextualizes their mission—they are not stopping an external force, but shattering the chains that bind an apocalyptic entity. The vision also implies that the temples are not sites of evil worship, but prisons built to contain something that existed before civilization. Torvin's transmission adds political pressure: Vel Aramis is turning against them. This scene is roleplay and revelation, designed to deepen the party's emotional investment in the mission and complicate their moral calculus. They are not simply heroes; they may be unwitting agents of something far larger.
DM Notes
This scene should be entirely roleplay and narrative, with no mechanical challenges. Allow the party to sit with the revelation for a moment. If they have questions about the vision, Torvin (via sending stone) can provide limited guidance: the five phylacteries correspond to five aspects of the Hunger's consciousness, and they must be destroyed simultaneously at dawn on the seventh day, or the entity will awaken fully and unbounded. He can also provide information about the political situation in Vel Aramis—some noble houses are calling for the party's exile or arrest, while others (particularly merchants and the common folk) view them as saviors. This sets up future complications but does not derail the current session. The cracked phylactery is now visibly degrading; wisps of shadow leak from its fissures. A DC 15 Arcana check reveals it will last 4-5 days, not 6.
Pursued Across Dunes
Read Aloud
The desert night is moonless and absolute. Your small camp—no fires, just huddled forms in the dark—is suddenly alive with motion. At least a dozen mounted figures emerge from the darkness, their forms silhouetted against the starlight. They are Duskborn Cavalry: shadow-touched riders on horses of living shadow, carrying lances that drip with an oily darkness. Behind them, the horizon pulses faintly purple—the Sovereign's presence drawing closer. The lead rider's voice is cold and measured: "Surrender the phylacteries, and your deaths will be swift. Resist, and the Hunger will consume you alive." The horse beneath the lead rider stamps impatiently, its hooves leaving smoking scorch marks in the sand. You have seconds to act—flee, fight, or parley.
Description
A mobile combat encounter or chase sequence depending on party choice. The Duskborn Cavalry consists of 6 shadow-touched riders, each significantly more dangerous than standard bandits. They are Obsidian Sentinels trained for mounted combat, equipped with shadow lances and corrupted cavalry tactics. If the party fights, the encounter becomes a Hard-difficulty combat with terrain advantage to the riders (open desert, mobility). If the party chooses to flee or parley, they gain time but risk losing supplies or receiving injuries during escape. This scene is designed to show that the Sovereign's influence is actively hunting them and that time is running out. The cavalry should feel dangerous but not unbeatable—a reminder of the escalating threat, not a death sentence.
DM Notes
The Duskborn Cavalry leader is a Shadow Knight (stats provided in encounter call). Riders use hit-and-run tactics, attempting to isolate party members and use darkness/shadow abilities to obscure vision. If the party chooses to fight, position the cavalry in a wide semicircle to maximize flanking opportunities. If the party flees, they can make a group DC 14 Athletics or Dexterity (Acrobatics) check to escape; success means they lose the cavalry but must abandon 1d4 supplies. Parley is possible but difficult—the Shadow Knight will only accept the cracked phylactery as a partial surrender and will demand to know the party's destination. Parley also requires a successful DC 16 Persuasion or Deception check, with consequences for failure (the cavalry attacks with advantage, having gained information about party tactics). This encounter should take 10-15 minutes of table time.
The Well of Whispers Redux
Read Aloud
You stumble into the Well of Whispers as dawn breaks—the hidden oasis that saved you weeks ago now feels like a sanctuary under siege. Valdris, the information broker, is waiting for you in the central pavilion, but he is not alone. Sera Veth stands beside him, her form wavering slightly as if not entirely solid—she has used a ritual to project herself across the desert to warn you. "The Sovereign accelerates the timeline," she says urgently. "Five days, not seven. The Velvet Conclave—shadow-touched nobles in Vel Aramis—have begun moving the fourth and fifth phylacteries ahead of schedule. If you go for the remaining three temples, you will not return in time to reach Vel Aramis for the dawn ritual." She pauses, her projected form flickering. "There is another path. The Obsidian Sanctum lies beneath the Well itself—a shadow temple built into the oasis. The second phylactery sleeps there, guarded only by elder constructs. If you take it now, you save two days of travel. But the Sanctum is... unstable. The Sovereign's presence there is raw, unfiltered. You may not survive what waits below."
Description
A decision point that combines exposition, relationship-building, and a moral dilemma. Sera's projection is a powerful narrative moment—she sacrificed much to reach out to them, and her warning changes the tactical situation. Valdris can provide maps of the Obsidian Sanctum and intel on the Velvet Conclave's movements, but only at a cost: he demands the party secure his own safety and passage out of the desert before the seventh day, or he will sell the party's location to the Velvet Conclave. The Well itself is serene and beautiful, a sharp contrast to the corruption spreading across the desert. This scene allows the party to rest, resupply, and gather information while facing the consequences of their choices. The reveal that the timeline has accelerated adds pressure and stakes.
DM Notes
Sera's projection is not truly her—it is a ritual construct created from her remaining life force. She can answer limited questions about the Obsidian Sanctum and the Velvet Conclave, but the projection will dissipate after 10 minutes of conversation. Valdris is pragmatic and self-interested; he will not help the party unless they agree to his terms or persuade him that the Sovereign's victory will destroy him anyway (DC 15 Persuasion or Insight). The Well of Whispers allows a full long rest without mechanical interruption, but the party's dreams are haunted by visions of the Umbral Hunger's consciousness pressing against the phylacteries' bonds. Provide information that Vel Aramis is in chaos—martial law has been declared, the noble houses are fracturing, and rumors suggest the Velvet Conclave is preparing a coup. The party must decide whether to descend into the Obsidian Sanctum or continue overland to a third temple location. This session ends with a clear setup for the next adventure.
Keeper Torvin
Half-Elf · Quartermaster and Mentor
Vesica Prime
Human (Shadow-Touched Abomination) · Antagonist / Boss Enemy
Sera Veth
Human · Ally / Plot Device
Valdris
Halfling · Information Broker / Morally Ambiguous Ally
Vesica Prime and the Temple of First Blood
hardMonsters
Tactics
Vesica Prime begins the fight with a cast of Darkness centered on the pit of ash at the chamber's center, attempting to separate party members and force them to rely on senses other than sight. She uses Shadow Meld to become invisible and move around the chamber, attacking from unexpected angles with Shadow Bolt. Her shadow-touched servants (corrupted humanoids with the following stats: AC 13, HP 22 each, attack with necrotic-infused claws for +4 to hit, 7 (2d6+1) necrotic damage) focus on grappling and restraining party members while Vesica casts Suggestion or Bestow Curse. If Vesica takes more than 35 damage, she will attempt to destroy the phylactery with a single targeted Shadow Bolt (she will not do this lightly, as the Sovereign expressed displeasure at such losses in previous encounters). Vesica uses Legendary Resistance only when a save would remove her from combat or end Darkness. The servants will fight to the death, but Vesica will flee through shadow portals (as a legendary action, once per round) if reduced below 15 HP, dragging one servant with her to slow pursuit.
Terrain
The chamber is 40 feet long and 30 feet wide. The 10-foot pit of ash and bone runs down the center, creating a natural divider. Four 15-foot-tall stone pillars are positioned around the chamber's perimeter (providing half-cover and places to climb for advantage). The altar holding the Crimson Phylactery is elevated 3 feet above the floor on a stone dais at the chamber's far end. The floor is slick with spilled ritual oils, requiring a DC 12 Dexterity (Acrobatics) check to move more than 30 feet in a single turn without falling prone. Darkness obscures the pit, making it a hazard—falling in causes 5 (2d4) damage and restrained condition (escape DC 13 Strength check). The temple doors are sealed by magic; they open only after Vesica Prime is defeated or killed. Light sources (torches, spells like Light or Daylight) function normally but illuminate only 20 feet due to the shadow permeating the space.
The Duskborn Cavalry Ambush
hardMonsters
Tactics
The Shadow Knight (the cavalry's leader) directs the riders from the rear, using a combination of spellcasting and coordinated cavalry charges. He casts Darkness or Fog Cloud to obscure the battlefield, then directs his riders to make ranged attacks with shadow lances from within the obscured area. Duskborn Riders (corrupted humanoids on shadow horses with the following stats: AC 15, HP 33 each, attack with shadow lance for +5 to hit, 9 (2d6+2) necrotic damage, can move up to 60 feet per turn, can attack as a bonus action if they moved at least 30 feet in a straight line) coordinate flanking attacks on isolated targets. If the party attempts to flee, the Shadow Knight pursues and casts Hold Person to slow them. If the party stands and fights, the riders will surround them, forcing the party to spread out their defenses. The Shadow Knight has the following stats: AC 17, HP 78, STR 16, DEX 15, CON 16, INT 14, WIS 12, CHA 15. He casts spells at 4th-level (Darkness, Fog Cloud, Hold Person, Psychic Scream). He can also use a legendary action to cast a cantrip or move up to 30 feet. The Shadow Knight will attempt to negotiate or parley if the party demonstrates significant power; he is not suicidally devoted to the Sovereign's will. If the party flees successfully (DC 14 group Athletics or Dexterity check), they escape but leave behind supplies and one piece of equipment chosen by the player. If they fight, they can gain a significant advantage by exploiting the desert terrain—high ground (sand dunes) provides advantage on ranged attacks, and narrow canyon passages force the cavalry to dismount and fight on foot (where they are weaker).
Terrain
Open desert at night, moonless and dark. Sand dunes provide areas of high ground (difficult terrain for mounted creatures). A dry wadi (canyon) runs north-south about 200 feet from the party's camp, offering cover and chokepoints if the party can reach it. The horizon pulses faintly purple with the Sovereign's presence, providing eerie twilight illumination (dim light, but enough to see without darkvision). Mounted creatures have advantage on ranged attacks if moving more than 30 feet, but disadvantage on melee attacks against targets that are higher than them on elevated terrain. If the party uses water, sand, or other environmental hazards, the Shadow Knight's shadow horses take damage equal to the environmental damage (they are bound to the shadow plane and vulnerable to dispel magic effects).
Treasure & Rewards
A fist-sized crystal of deep red quartz, warm to the touch and resonating with a faint harmonic hum. One of five anchors binding the Umbral Hunger to the material plane. When held, grants resistance to necrotic damage but imposes disadvantage on Wisdom saving throws against being frightened. The phylactery must be brought to a designated location (such as the Well of Whispers or a sacred temple) and destroyed simultaneously with the other phylacteries at dawn on the seventh day to prevent the Hunger's manifestation. If destroyed alone, the Sovereign can relocate its consciousness to another phylactery, making individual destruction useless. This phylactery is non-magical in the traditional sense but is undeniably supernatural.
Dark robes that once belonged to Vesica Prime, crafted from shadow-infused fabric. Uncommon magic item. Grant the wearer +1 to AC and advantage on Stealth checks made in dim light or darkness. The wearer can use an action to become invisible in dim light or darkness for up to 10 minutes (recharge on a short rest). The robes smell faintly of ash and ozone and whisper inaudibly when moved quickly. Some in Vel Aramis may recognize these robes and react with fear or hostility.
A protective case crafted by Keeper Torvin specifically to contain and slow the degradation of the cracked obsidian phylactery. It is a mundane item, but finely crafted. The case is lined with silver and inscribed with protective runes. It adds +1 to any checks made to prevent the phylactery from shattering and grants advantage on saving throws against effects that would damage the phylactery. The case can be opened or closed as a bonus action.
A parchment map provided by Valdris showing the approximate locations of all five phylactery temples. Written in cipher, it can be decoded with a successful DC 14 Intelligence (Investigation) check. The map reveals that the five temples are located in: 1) The Temple of First Blood (deep desert, location of the Crimson Phylactery—already visited), 2) The Obsidian Sanctum (beneath the Well of Whispers), 3) The Starfall Shrine (in a distant mountain range, 7 days' travel north), 4) The Verdant Tomb (in an ancient forest, 5 days' travel west), and 5) The Citadel of Midnight (in the underdark, beneath Vel Aramis). The map also marks safe houses and information broker contacts along the way.
A sealed letter written by Sera Veth to the party, delivered through Keeper Torvin. The letter contains personal thanks and reveals that Sera suspects her bloodline carries a genetic memory tied to the Umbral Hunger's original binding. She suggests that the party seek out the Archivist of the Veiled Spire in Vel Aramis, who may have access to ancient texts detailing the Hunger's true nature. The letter also contains a cryptic warning: 'The Sovereign is the Hunger's shadow-self, but shadows grow longer in the dark. When all five anchors shatter, the shadow and the thing that casts it will merge. You must decide if that merger is the ending or the beginning.' This serves as a thematic throughline for the campaign's climax.
Mixed coinage looted from Vesica Prime and the Temple of First Blood's treasury. This gold can be used to purchase supplies, information from Valdris, or passage through Vel Aramis's increasingly hostile streets. In Vel Aramis, the party's newfound wealth also marks them as targets for the Velvet Conclave and common thieves.
Standard healing potions found in the temple's supply cache. Each potion restores 2d4+2 HP when consumed as a bonus action. These can be given to Sera Veth if the party chooses to bring her with them or left with allies in Vel Aramis for future use.
Story Hooks
The Crimson Phylactery's acquisition proves that the temples are real, their locations verifiable, and the Sovereign's endgame catastrophically close. The party now possesses two phylacteries and can begin coordinating their efforts to secure the remaining three. The discovery of the map pushes them toward a strategic decision: do they attempt to gather all five at once (requiring a dangerous raid on the Citadel of Midnight, the Underdark temple), or do they coordinate with allies to destroy phylacteries in different regions simultaneously? The letter from Sera Veth serves as a hook for meeting the Archivist and uncovering the true history of the Umbral Hunger—a revelation that may recontextualize the entire campaign. The robes of Vesica Prime are a symbolic victory but also a dangerous artifact; wearing them may provide tactical advantages but will generate fear and suspicion in Vel Aramis, where they are known as the garb of shadow-touched abominations. Finally, the party's acquisition of wealth and artifacts raises their profile in Vel Aramis, making them targets for both noble houses seeking to control them and shadow-touched agents seeking to eliminate them. The next session will revolve around the party's decision: proceed directly to the Obsidian Sanctum beneath the Well to secure the second phylactery, or risk the overland journey to one of the other temples?
Conclusion
Wrap Up
The party rests at the Well of Whispers, their first true respite since the tower's collapse. Sera's projection dissipates after delivering her warning, leaving only a faint shimmer of blue light in the air. Valdris confirms his demands: safe passage to the northern coast or to a distant city before the seventh day, or he will sell their location to the highest bidder. Keeper Torvin's messages grow more urgent—Vel Aramis is on the brink of civil war, with the noble houses demanding the party's exile or execution for the tower disaster. However, the common folk view the party as saviors, and a faction of merchants and soldiers has begun openly defying the nobility's orders. The phylactery situation is dire: the cracked obsidian phylactery is now showing visible fissures in its core, leaking tendrils of shadow that coalesce into phantom shapes before dissipating. A DC 12 Arcana check confirms it will shatter in approximately 4-5 days, releasing a wraith that the party barely defeated weeks ago. The party has achieved a significant victory by acquiring the Crimson Phylactery, but the window for coordinating the final destruction has narrowed catastrophically. The session ends with the party standing at a crossroads: descend into the Obsidian Sanctum beneath the Well (a shortcut, but unknown dangers), or continue overland to reach a third temple and the Veiled Spire's archives (safer, but slower). Either choice sets them on a collision course with the seventh day's dawn.
Cliffhanger
As the party finalizes their decision, the Well of Whispers itself begins to react. The water, previously calm and serene, starts to swirl and darken. Shadows coalesce beneath the surface, forming shapes that seem almost intelligent. A voice rises from the depths—not the Sovereign's cold, fractured consciousness, but something older and more primal. It speaks in a language none of the party can understand, but the meaning is unmistakable: hunger, and recognition, and a terrible awakening. The voice repeats a single word that all can comprehend: "Five." The shadows dissipate, and the well returns to normal, leaving the party shaken. Valdris, visibly terrified, whispers: "That was... that was not the Sovereign. That was the Hunger itself. It knows you are coming. It is waiting." The phylactery in the party's possession grows almost unbearably warm, and for just a moment, the cracked obsidian becomes translucent, revealing not darkness inside, but a vast, infinite expanse that makes the mind ache to contemplate.
Next Session Hooks
- Descend into the Obsidian Sanctum beneath the Well of Whispers to retrieve the second phylactery, or risk the overland journey to the Starfall Shrine or Verdant Tomb. The party must balance speed against safety and make a strategic choice about how to acquire all five phylacteries before the seventh day's dawn.
- Investigate the Velvet Conclave's movements in Vel Aramis. Torvin's reports suggest that the shadow-touched nobility is moving the fourth and fifth phylacteries to secure locations, possibly consolidating them for a defensive ritual. The party may need to split up, send allies, or attempt a dangerous raid on the Citadel of Midnight to prevent the Conclave from executing their endgame.
- Confront the existential truth revealed by Sera's letter and the voice from the Well: the Sovereign is not a separate entity, but the Umbral Hunger's own fractured consciousness. The party must decide if their mission is truly about saving the world or about unleashing something far worse. The next session should include a meeting with the Archivist of the Veiled Spire to uncover the true history of the Hunger's binding and whether the five phylacteries are truly prisons or anchors for something that must not be freed.
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