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		<id>http://2d4chan.org/mediawiki/index.php?title=Alcohol&amp;diff=40439</id>
		<title>Alcohol</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Alcohol&amp;diff=40439"/>
		<updated>2021-01-26T14:16:23Z</updated>

		<summary type="html">&lt;p&gt;2603:8001:3500:CB:800:D08D:DFAB:8E30: /* Alcohol Table */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Rdicards2.jpg|thumb|right|Cards From The Red Dragon Inn]]&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Roll the [[dice]] to see if I&#039;m getting drunk! — Dead Alewives D&amp;amp;D sketch.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Alcohol==&lt;br /&gt;
In alcohol cultures, the term alcohol originally refereed to the primary alcohol ethyl alcohol (ethanol), the dominating alcohol in alcoholic beverages. However, since then, other alcohols have been identified, including the secondary alcohol isopropanol, and the tertiary alcohol tert-Amyl alcohol. Nowadays, the term alcohol in this context instead refers to the alcohol as a drug family (chemical class). It is a colorless, odorless liquid well known for it&#039;s intoxicating effects on carbon based life-forms.&lt;br /&gt;
&lt;br /&gt;
==Alcoholism==&lt;br /&gt;
Alcoholism is a broad term for problems with alcohol, and is generally used to mean compulsive and uncontrolled consumption of alcoholic beverages, usually to the detriment of the drinker&#039;s health, personal relationships, and social standing. It is medically considered a disease, specifically an addictive illness. In psychiatry several other terms have been used, specifically &amp;quot;alcohol abuse&amp;quot;, &amp;quot;alcohol dependence,&amp;quot; and &amp;quot;alcohol use disorder&amp;quot; which have slightly different definitions.&lt;br /&gt;
&lt;br /&gt;
==Alcohol Table==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Alcohol Table&lt;br /&gt;
|&#039;&#039;&#039;Drinks in a row&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Will Save&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;If failed will save Effected by&#039;&#039;&#039;	&lt;br /&gt;
|&#039;&#039;&#039;Duration&#039;&#039;&#039;	&lt;br /&gt;
|&#039;&#039;&#039;Addiction Rating&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|1st&lt;br /&gt;
|DC:2&lt;br /&gt;
|Spell: Dazed &lt;br /&gt;
|1d4 (- Con modifier) hours 	&lt;br /&gt;
|Negligible&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|2nd&lt;br /&gt;
|DC:4&lt;br /&gt;
|spell: Charm person “drinking buddy”	&lt;br /&gt;
|1d4+1 (- Con modifier) hours 	&lt;br /&gt;
|Low&lt;br /&gt;
|-&lt;br /&gt;
|4th&lt;br /&gt;
|DC:8&lt;br /&gt;
|spell: Tasha’s hideous laughter&lt;br /&gt;
|1d4+2 (- Con modifier) hours&lt;br /&gt;
|Low&lt;br /&gt;
|-&lt;br /&gt;
|6th&lt;br /&gt;
|DC:16&lt;br /&gt;
|spell: Suggestion “in trusted person”&lt;br /&gt;
|2d4+ (- Con modifier) hours&lt;br /&gt;
|Medium&lt;br /&gt;
|-&lt;br /&gt;
|8th&lt;br /&gt;
|DC:32&lt;br /&gt;
|spell: Confusion&lt;br /&gt;
|3d4+ (- Con modifier) hours&lt;br /&gt;
|Medium&lt;br /&gt;
|-&lt;br /&gt;
|10th&lt;br /&gt;
|DC:64&lt;br /&gt;
|spell: Modify memory “blackout”&lt;br /&gt;
|4d4+ (- Con modifier) hours&lt;br /&gt;
|High&lt;br /&gt;
|-&lt;br /&gt;
|12th&lt;br /&gt;
|DC:128&lt;br /&gt;
|spell: Geas/ quest “get another drink”&lt;br /&gt;
|Until unconsciousness 	&lt;br /&gt;
|High&lt;br /&gt;
|-&lt;br /&gt;
|14th&lt;br /&gt;
|DC:256&lt;br /&gt;
|spell: Insanity&lt;br /&gt;
|Permanent&lt;br /&gt;
|Extreme&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Drink Size Table==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &#039;&#039;&#039;Drink Size Table&#039;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Creature Size&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;1 drink Weight&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
|Fine&lt;br /&gt;
|1/1024 lb.&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive&lt;br /&gt;
|1/64 lb.&lt;br /&gt;
|-&lt;br /&gt;
|Tiny&lt;br /&gt;
|1/16 lb.&lt;br /&gt;
|-	&lt;br /&gt;
|Small&lt;br /&gt;
|1/4 lb.&lt;br /&gt;
|-	&lt;br /&gt;
|Medium&lt;br /&gt;
|1 lb.&lt;br /&gt;
|-	&lt;br /&gt;
|Large&lt;br /&gt;
|4 lb.&lt;br /&gt;
|-&lt;br /&gt;
|Huge&lt;br /&gt;
|16 lb.&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan&lt;br /&gt;
|64 lb.&lt;br /&gt;
|-&lt;br /&gt;
|Colossal&lt;br /&gt;
|1024 lb.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Alcohol Poisoning== &lt;br /&gt;
As with all [[drug]]s and [[poison]]s, alcohol abuse deals ability damage rather than hit point damage.&lt;br /&gt;
The effects of [[drug]] addiction and a list of additional drugs can be found in the [[Book of Vile Darkness]] [http://en.wikipedia.org/wiki/Book_of_Vile_Darkness]&lt;br /&gt;
&lt;br /&gt;
Creatures that are immune to Poison are immune to the effects of alcohol. A Detect Poison spell will not detect alcohol. However, a Purify Food and Drink spell will remove the alcohol from said drink  &lt;br /&gt;
&lt;br /&gt;
==Special==&lt;br /&gt;
&lt;br /&gt;
For a [[DRUNKEN MASTER]] only as defined in the [[Complete Warrior]] [http://en.wikipedia.org/wiki/Complete_Warrior]&lt;br /&gt;
&lt;br /&gt;
1 drink = 1 duration of his Drink Like a Demon (Ex):&lt;br /&gt;
&lt;br /&gt;
DRUNKEN MASTER at 2nd level their Stagger (Ex): ability also means they cannot be Dazed by alcohol &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
One of a [[Wu jen]]’s possible taboos are that they cannot drink alcohol.&lt;br /&gt;
&lt;br /&gt;
==Society Views on Drinking== &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|[[Elf]]&lt;br /&gt;
|Elves are fully aware that they are lightweights and are very likely to say “no thank you” when offered a drink. On the very rare occasion when an elf would enjoy a drink, it would be for ceremonial purposes only.&lt;br /&gt;
&lt;br /&gt;
|Elven wine is always a very fine wine with a vintage of over 100 years. &lt;br /&gt;
|+&lt;br /&gt;
|[[Dwarf]]      &lt;br /&gt;
|Dwarves will find almost any excuse to have a drink. Whether celebrating a victory or mourning a defeat, dwarves love to drink. Because dwarves are heavyweights, it will take a large amount of alcohol to get a dwarf fully intoxicated.&lt;br /&gt;
&lt;br /&gt;
|Dwarven ale tastes horrible but has a high alcohol content. A human would liken the alcohol content to be along the lines of 4-5 normal drinks.  &lt;br /&gt;
|+&lt;br /&gt;
|[[Halfling]]&lt;br /&gt;
|Halflings do enjoy a good drink but always in moderation. Most halflings pride themselves on their knowledge of, or collection of, different types of alcoholic drinks. If a sober halfling finds a drunken halfling, he will always try to help his fellow kin to sleep it off and/or sober up. &lt;br /&gt;
|Halfling drinks have a wide variety of colours, tastes, testers and types.&lt;br /&gt;
|+&lt;br /&gt;
|[[Orcs]]&lt;br /&gt;
|Orcs drink to get as drunk as possible until they pass out on the floor, only to drink more the next day.&lt;br /&gt;
|Depending on the setting, Orcs either do not make their own alcohol or can only make crummy grog. Warcraft-style Orcs may make some sort of simple alcohol, while LOTR Orcs can make barely drinkable grog or just steal whatever they need.&lt;br /&gt;
|+&lt;br /&gt;
|[[Human]]&lt;br /&gt;
|Almost every human has a different viewpoint on drinking. &lt;br /&gt;
Most lawful humans view getting drunk as something only someone uncivilized would do, while most chaotic humans view drinking as a way to have fun.  &lt;br /&gt;
|Human drinks can be found in the Food, Drink, and Lodging table of the [[Player&#039;s Handbook]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Alcohol Production and Terminology for Dummies==&lt;br /&gt;
Alcohol is produced via &#039;&#039;fermentation&#039;&#039; (using bacteria - usually yeast - to convert organic material into alcohol).  Fermenting alone produces a product that humans can metabolize, however it can be further enhanced by &#039;&#039;distillation&#039;&#039;, which uses vapor evaporation to concentrate the amount of alcohol. Because alcohol kills microbes, it allowed farmers to turn excess crops into spoilage-resistant foodstuffs and a &amp;quot;safe&amp;quot; source of hydration. If its a plant that has some form of sugar in it, chances are that someone&#039;s tried to make alcohol out of it.  People have even made alcohol out of animal products like milk. If alcohol is allowed to ferment for too long, some other bacteria will come along and turn it into vinegar; it becomes too sour to drink and loses its intoxicating effects, but its still useful as a condiment and preservative.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beer&#039;&#039;&#039; is brewed from starchy source material (grains), in a fermentation process that converts starch into sugar (usually by caramelizing the starch) and then sugar into alcohol.  This process is not very efficient, and most beer is only able to reach 3-9% alcohol before the bacterial reaction dies out, although various tricks can be used to push it a bit higher.  Alcohol has been brewed since the dawn of civilization and it has been argued that the production of beer was one of the driving factors in the agricultural revolution.  &lt;br /&gt;
&lt;br /&gt;
Beer is typically made from malted barley and flavored with an herb called hops, though older beer recipes used whatever local herbs and spices were available, and there is great variety in what other starchy material may be mixed in with barley (corn and oats are common). Beer typically takes a couple weeks to ferment.&lt;br /&gt;
&lt;br /&gt;
Within the beer family, there are two major groups, &#039;&#039;ales&#039;&#039; and &#039;&#039;lagers&#039;&#039;, the distinction being whether the yeast floats in a warm mixture (ale) or sinks in a cool mixture (lager).  The darkest beers are generally ales (stouts &amp;amp; porters), but otherwise there is considerable variability in color and clarity of various types of beer.  Most American canned beers are lagers, specifically &#039;&#039;pilsners&#039;&#039;, a bavarian/czech type brought over by immigrants who settled in the midwest; although American brewers tend to use a corn &amp;amp; barley mix which you can&#039;t call a pilsner in Europe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sake&#039;&#039;&#039; is made by a very similar process as beer but using rice and is able to reach up to 18% alcohol because of the way rice ferments compared to other starches.  The rice used in sake is broken down into sugar using koji mold.  Unlike in beer, the process of saccharification and fermentation take place at the same time instead of in separate steps. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wine&#039;&#039;&#039; is produced from sugary material, and because there is no intermediate starch-to-sugar step, the reaction happens more efficiently. Wine is typically made with grapes and is usually found in warmer climates; &#039;&#039;&#039;Cider&#039;&#039;&#039; is a common fruit wine made from apples which can be more easily grown in colder climates. &#039;&#039;&#039;Mead&#039;&#039;&#039; or honeywine is one of the oldest alcoholic beverages and is made with watered-down honey. Wine fermentation can naturally reach 10-15% alcohol. Wines made from grapes can take years to fully mature after fermenting, and fine wines put a lot of care in selecting quality grapes and the right fermentation conditions; for this reason wine tends to be more expensive and viewed as a finer drink compared to Beer, Cider or Mead. Though cheap wines have certainly existed and made easily enough by amateur brewers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Liquor&#039;&#039;&#039; is any distilled product, of which &#039;&#039;rum&#039;&#039; is one of the simplest, made from pure sugarcane, fermented and then distilled. Close to it in terms of potency is &#039;&#039;vodka&#039;&#039;, which uses beets or potatoes, both which also can ferment down very efficiently.  Cereal grains such as corn, barley, or rye don&#039;t ferment as effectively, and are used to make &#039;&#039;whiskey&#039;&#039;, which unlike rum and vodka has some flavor because of the inefficient fermentation. &#039;&#039;Brandy&#039;&#039; is distilled wine; sometimes brandy is made from the leftover pulp of grapes, called pomace brandy. &#039;&#039;Tequilia&#039;&#039; is the odd duck of distilled beverages, or alcohol in general, in that its made from a desert succulent called Agave, and from a part of the plant that is more wood than fruit or seed.  &#039;&#039;Gin&#039;&#039; is a distilled beverage that is flavored with juniper berries.  &#039;&#039;Absinthe&#039;&#039; is a strong alcohol flavored with several herbs that may possibly give it some other mind altering effects in addition to the effects of alcohol.  Many people believe it to be hallucinogenic but this is actually false.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Moonshine&#039;&#039;&#039; typically refers to illegally made distilled alcohol that can have varying levels of purity; moonshine distilleries have a habit of exploding &#039;&#039;(ethanol is flammable and as its concentration increases its flash point decreases until eventually it will flash at room temperature)&#039;&#039;, hence why its illegal to make outside of licensed commercial operations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grog&#039;&#039;&#039; is watered down alcohol, typically rum. In the Navy, grog kills two birds with one stone; making stagnant water rations more palatable, and preventing sailors from getting drunk on their alcohol ration. Grog in fantasy often has the connotation of cheap, gross-tasting alcohol, though the two ideas are not mutually exclusive; if you&#039;re going to supply an army with [[Libators|libations]], you&#039;re not going to bother buying the expensive stuff in bulk &#039;&#039;(even as late as the world wars it was pretty normal for soldiers to be brewing hooch on the sly)&#039;&#039;, and watering it down will help stretch the supply out and keep the boys from getting too rowdy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fortified Wines&#039;&#039;&#039; take wine and add some harder liquor (usually brandy) to up the alcohol content. If you add in sugar and flavoring, the result is frequently called a &#039;&#039;&#039;Bum Wine&#039;&#039;&#039; because, well, they combine the taste of fruit juice with the kick of the harder stuff, at a fairly cheap price, thus making them frequently the drink of choice for the homeless.&lt;br /&gt;
&lt;br /&gt;
[[Category:Food and Drink]][[Category:Dungeons &amp;amp; Dragons]]&lt;/div&gt;</summary>
		<author><name>2603:8001:3500:CB:800:D08D:DFAB:8E30</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Hobgoblin&amp;diff=254202</id>
		<title>Hobgoblin</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Hobgoblin&amp;diff=254202"/>
		<updated>2021-01-26T13:36:59Z</updated>

		<summary type="html">&lt;p&gt;2603:8001:3500:CB:800:D08D:DFAB:8E30: /* Hobgoblins, the Playable? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:4e Hobgoblins.png|400px|thumb|right|A pair of hobgoblin soldiers. Be careful: it&#039;s likely there&#039;s more around.]]&lt;br /&gt;
Tougher than [[Goblin]]s, smarter than [[Bugbear]]s, they&#039;re the [[Alignment|Lawful Evil to Goblin&#039;s Neutral and Bugbear&#039;s Chaotic]]. Usually considered militaristic and malevolent, but often overlooked as cannon fodder like their smaller Goblin cousins, Hobgoblins can prove to be interesting and formidable enemies to a group of player characters, and have the capacity to be pretty badass if you want them to be. Also have a love of slavery (though that’s not fucking unique). Physically, Hobgoblins are generally portrayed as being very large and strong, usually at least as tall as a human. They range from rust to amber in color and sometimes have blueish purple noses or ears. Their ears tend to be overlarge and they have either dog-like or extremely long noses.&lt;br /&gt;
&lt;br /&gt;
==Hobgoblins vs Orcs==&lt;br /&gt;
If you google something like &amp;quot;[[Dungeons and Dragons]] Hobgoblin&amp;quot;, you&#039;ll get a lot of results where people are asking what the real difference is between Hobgoblins and [[Orc]]s. Aren&#039;t they just the same thing with a different name and drawn slightly differently and carrying different weapons? Well, not exactly.&lt;br /&gt;
&lt;br /&gt;
The short but not especially helpful answer is, to quote the Daily Bestiary blog: &amp;quot;Orcs may have hordes, but Hobgoblins have &#039;&#039;armies&#039;&#039;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The longer and more expositional answer is that way back at the dawn of Dungeons and Dragons, [[Gary Gygax]] wanted to have a distinct monster with distinct stats at every early Challenge Rating (1-7). This distinction has been grandfathered in all the way down to [[Pathfinder]] and 5th Edition, though the exact differences in stats has changed over the years, and it&#039;s usually combined with the flavor portrayal - [[Orc]]s being the tribal savages, Hobgoblins being the well-organized and relentless force. [[Rule Zero]], of course, means you can choose to use both creatures, only one, or neither, as you feel like. If your campaign is likely to travel long distances and visit vastly different regions, it can be useful to have two creatures that fill a similar niche and yet are distinct in certain ways from each other. In addition, publishers sometimes give Hobgoblins the more exotic weapons, armor, and tactics, with [[Advanced Dungeons &amp;amp; Dragons]] portraying hobgoblins with an almost &amp;quot;oriental&amp;quot; cast ([[samurai]] armor for the 1e version, Mongolian clothes for the 2e), which is something that [[Pathfinder]] preserved.&lt;br /&gt;
&lt;br /&gt;
For those of you who follow Tolkien, the traits of the [[Lord of the Rings]] [[Orc]]s were actually split between Dungeons and Dragons&#039; [[Orc]]s and Hobgoblins. D&amp;amp;D Orcs are reminiscent of the cave-dwelling ambushers Bilbo met in the Misty Mountains or the hordes that Sauron used to attack Gondor, while D&amp;amp;D Hobgoblins are more like Saruman&#039;s Uruk-hai.&lt;br /&gt;
&lt;br /&gt;
Perhaps to try and reinforce the split, unlike [[orc]]s, hobgoblins are usually not suggested to be capable of interbreeding with other races... at least, not since [[thoul]]s stopped being a thing. But, the [[Kingdoms of Kalamar]] setting for 3rd edition decided to just say &amp;quot;fuck it&amp;quot; to that noise, introducing the Sil-karg, or [[Half-Hobgoblin]], to go alongside the [[Half-Orc]].&lt;br /&gt;
&lt;br /&gt;
==Hobgoblins, the Playable?==&lt;br /&gt;
As it turns out, that natural lawfulness means that when you get down to it, hobgoblins are a pretty decent option for monster adventurers. After all, if they&#039;re not as murderously self-interested as standard Chaotic Evil monsters, then logically they can find common cause to adventure with humanoids for whatever reasons.&lt;br /&gt;
&lt;br /&gt;
In fact, Hobgoblins have actually been playable in literally every single edition of D&amp;amp;D, from Basic through to 5th.&lt;br /&gt;
&lt;br /&gt;
===Basic===&lt;br /&gt;
Basic D&amp;amp;D presented Hobgoblins as a PC race in the 10th of the Known World Gazetteers, which makes sense if you&#039;re aware that Gazetteer #10 was &amp;quot;The Orcs of Thar&amp;quot;. Hobgoblins received the following traits:&lt;br /&gt;
&lt;br /&gt;
::Hobgoblin Ability Modifiers: +1 Strength, -1 Dexterity&lt;br /&gt;
::Note: Like all Humanoids from &amp;quot;The Orcs of Thar&amp;quot;, a Hobgoblin has racial ability score caps of 18 in all scores bar [[Intelligence]] and [[Wisdom]], which are capped at 16.&lt;br /&gt;
::Note: Like all Humanoids from &amp;quot;The Orcs of Thar&amp;quot;, a Hobgoblin determines its [[Charisma]] score for interacting with [[human]]s and [[demihuman]]s by dividing its Charisma score by 3 (rounding down) and subtacting the result from 9.&lt;br /&gt;
::Hobgoblin Natural Armor Class: 8&lt;br /&gt;
::Can become [[Shaman]]s (8th level) and [[Wokani]] (4th level).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
!Hobgoblin&#039;s&#039;s level || XP Required || Hobgoblin&#039;s hit dice&lt;br /&gt;
|-&lt;br /&gt;
|0||0||d8+1&lt;br /&gt;
|-&lt;br /&gt;
|1||1,200||2d8+2&lt;br /&gt;
|-&lt;br /&gt;
|2||2,400||3d8+3&lt;br /&gt;
|-&lt;br /&gt;
|3||4,800||-&lt;br /&gt;
|-&lt;br /&gt;
|4||9,600||4d8+4&lt;br /&gt;
|-&lt;br /&gt;
|5||19,000||5d8+5&lt;br /&gt;
|-&lt;br /&gt;
|6||38,000||6d8+5&lt;br /&gt;
|-&lt;br /&gt;
|7||76,000||-&lt;br /&gt;
|-&lt;br /&gt;
|8||150,000||7d8+5&lt;br /&gt;
|-&lt;br /&gt;
|9||300,000||+2 Hit Points&lt;br /&gt;
|-&lt;br /&gt;
|Subsequent||240,000||+2 Hit Points&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Advanced===&lt;br /&gt;
In AD&amp;amp;D, hobgoblins were naturally added in the Complete Book of Humanoids, along with most other savage humanoids like [[orc]]s, [[goblin]]s, [[gnolls]] and [[ogre]]s.&lt;br /&gt;
&lt;br /&gt;
::Ability Modifiers: -1 Charisma&lt;br /&gt;
::Ability Mins/Maxs: STR 6/18, DEX 6/18, CON 5/18, INT 3/18, WIS 3/18, CHA 3/14&lt;br /&gt;
::Available Classes: [[Fighter]] (11), [[Cleric]] (9), Shaman (7), Witch Doctor (7), [[Rogue|Thief]] (12)&lt;br /&gt;
::Natural Armor Class: 10&lt;br /&gt;
::Hit Dice: By class&lt;br /&gt;
::Infravision 60 feet&lt;br /&gt;
::40% chance to detect new construction, sloping passages, and shifting walls when within underground complexes (roll 1d10; the hobgoblin senses these features on a 1-4).&lt;br /&gt;
::[[Dwarves]] receive a +1 bonus to attack rolls vs. hobgoblins.&lt;br /&gt;
::Weapon Proficiencies: Long Composite Bow, Morning Star, Scimtar, Spear, Whip, Pole Arms&lt;br /&gt;
::Nonweapon Proficiencies: Armorer, Blacksmithing, Bowyer/Fletcher, Brewing, Chanting, Close-Quarter Fighting, Direction Sense, Fire-Building, Hiding, Intimidation, Looting, Religion, Weaponsmithing, Wild Fighting&lt;br /&gt;
&lt;br /&gt;
===3rd Edition===&lt;br /&gt;
Hobgoblin PC stats were actually all over the place in 3rd edition! First appearing in the Monster Manual as an NPC, they got their first full PC stat block in [[Forgotten Realms: Races of Faerun]], and were reprinted a few times after that, remaining identical in every printing:&lt;br /&gt;
&lt;br /&gt;
::+2 Dexterity, +2 Constitution&lt;br /&gt;
::Base land speed 30 feet&lt;br /&gt;
::Darkvision 60 feet&lt;br /&gt;
::+4 racial bonus on Move Silently&lt;br /&gt;
::[[Favored Class]]: [[Fighter]]&lt;br /&gt;
::[[Level Adjustment]]: +1&lt;br /&gt;
&lt;br /&gt;
You may wonder just why it is that they get a +1 LA rating? Well, the truth is it&#039;s because WotC dramatically undervalued class levels and overvalued ability score boni.&lt;br /&gt;
&lt;br /&gt;
In [[Kingdoms of Kalamar]], hobgoblins lost the +1 LA at the cost of suffering a -2 penalty to Int, Wis &#039;&#039;&#039;and&#039;&#039;&#039; Cha. Even with their +2 to Listen &amp;amp; Spot checks, way underpowered.&lt;br /&gt;
&lt;br /&gt;
In [[Eberron]] Hobgoblins were one of the great empires of the past and have a sovereign, recognized, nation plus a history of mercenary work. While not exactly &#039;&#039;respected&#039;&#039; in most of Eberron, including one in an adventuring party is perfectly plausible.&lt;br /&gt;
&lt;br /&gt;
===4th Edition===&lt;br /&gt;
Hobgoblins appeared in 4e&#039;s 1st [[Monster Manual]], alongside many other iconic monstrous races. They weren&#039;t particularly exciting when they did, but they were functional and certainly not as badly off as in some editions:&lt;br /&gt;
::Ability Scores: +2 Constitution, +2 Charisma&lt;br /&gt;
::Size: Medium&lt;br /&gt;
::Speed: 6 squares&lt;br /&gt;
::Vision: Low-Light&lt;br /&gt;
::Skill Bonuses: +2 Athletics, +2 History&lt;br /&gt;
::Battle Ready: +2 bonus to Initiative checks&lt;br /&gt;
::Racial Power - Hobgoblin Resilience: Once per encounter, as an immediate reaction to being affected by an effect that a save can end, you can make a save to end that effect.&lt;br /&gt;
&lt;br /&gt;
4th edition would later present them as a Winning Races article in [[Dragon Magazine]] #419. In this version, their ability modifiers were +2 Con and +2 to Cha or Int, they gained the Phalanx Soldier racial trait (+1 to AC if you are wielding a shield and standing adjacent to a shield-wielding ally), and Hobgoblin Resilience was replaced with Hobgoblin Discipline (1/encounter, as a free action, immediately end an ongoing save-ends effect at the start of your turn).&lt;br /&gt;
&lt;br /&gt;
===5th Edition===&lt;br /&gt;
Nasty mid-level monsters. Low hitpoints, but good armor for monsters and have a faux-sneak attack that deals a shitload of extra damage when they focus-fire on a single target, which they &#039;&#039;will&#039;&#039; get off because your brain-dead party couldn&#039;t focus-fire on the squishy-but-deadly guys if their lives literally depended on it, right? &#039;&#039;Volo&#039;s Guide to Monsters&#039;&#039; added brutal monk/cops that can turn invisible and powerful blaster wizards that get faux-evoker powers and can apply that faux-sneak attack to all of their spells. Even the AoEs.&lt;br /&gt;
&lt;br /&gt;
Added as a playable race in in &#039;&#039;Volo&#039;s Guide to Monsters&#039;&#039;, along with both the other [[goblinoid]]s. +2 Con, +1 Int, proficiency in light armor and some weapons of the player&#039;s choice, and the ability to &amp;quot;save face&amp;quot; by re-rolling a failed d20 roll with a bonus equal to the number of allies watching (+5 tops) rather than their iconic &amp;quot;monster power&amp;quot;. Mockingly described on /tg/ as being all [[wizard]]s, since Int bonuses are scarce and getting additional weapons and armor is a lot better for classes that don&#039;t already get them, but a Con bonus is welcome in any class.&lt;br /&gt;
&lt;br /&gt;
====Farlandish Hobgoblins====&lt;br /&gt;
On the other hand, if you want a more expected sort of hobgoblin PC race, take a look at the [[World of Farland]], which gives us this statblock: the biggest difference is that Farlandish hobgoblins are literally bred for either of two military castes, and have subraces reflecting this.&lt;br /&gt;
::Ability Score Increase: +2 Constitution&lt;br /&gt;
::Size: Medium&lt;br /&gt;
::Speed: 30 feet&lt;br /&gt;
::Darkvision 60 feet&lt;br /&gt;
::Born to War: You are Proficient in &#039;&#039;all&#039;&#039; Martial type weapons.&lt;br /&gt;
::Tactical Mind: You have Advantage on Intelligence checks relating to battle tactics and strategy.&lt;br /&gt;
::Subrace: Choose either the Cavalry-Bred or Legion-Bred subrace.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Cavalry-Bred&#039;&#039; hobgoblins are bred as beastmasters and, obviously, cavalry.&lt;br /&gt;
::Ability Score Increase: +1 Dexterity&lt;br /&gt;
::Hard to Kill: You have Advantage on Death Saving Throws.&lt;br /&gt;
::Beast Trainer: You have Proficiency in Handle Animal, and when you are mounted, you gain Advantage on the next attack you make after your mount is struck by an attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Legion-Bred&#039;&#039; hobgoblins are the rank-and-file warriors of the hobgoblin legions.&lt;br /&gt;
::Ability Score Increase: +1 Strength&lt;br /&gt;
::Martial Advantage: Once per short rest, if you hit an enemy that is also within 5 feet of a non-incapacitated ally of yours, you can deal +2d6 damage.&lt;br /&gt;
::Stern: You have Proficiency in Intimidation.&lt;br /&gt;
&lt;br /&gt;
====Exploring Eberron====&lt;br /&gt;
Keith Baker later introduced further hobgoblin subraces in &#039;&#039;Exploring Eberron&#039;&#039;, mostly for the Dhakaani culture of ancient goblinoids reemerging in secret after locking themselves away from the Age of Dust deep beneath the Earth, &#039;&#039;[[Fallout]]&#039;&#039; style.  They are specifically known as the Dhakaani ghaal’dar (mighty folk), and are the leadership caste of their society.  They also have different subraces for different specializations:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ability Score Increase&#039;&#039;: Your Constitution score increases by 2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Age&#039;&#039;: Ghaal’dar mature at the same rate as humans and have lifespans similar to theirs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Size&#039;&#039;: Ghaal’dar are between 5 and 6 feet tall and weigh between 150 and 200 pounds. Your size is Medium.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Speed&#039;&#039;: Your base walking speed is 30 feet.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Darkvision&#039;&#039;: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Discipline&#039;&#039;:  You have advantage on saving throws against being charmed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Languages&#039;&#039;: You can speak, read, and write Common and Goblin.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Subrace&#039;&#039;: Within the Dhakaani caste system, young ghaal’dar are trained to fulfill one of two roles. Guides are diplomats and scholars, while soldiers are devoted to war. Choose a subrace for your ghaal’dar character.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guide&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As a guide, possibly a duur’kala bard, you’ve been trained to lead your people.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ability Score Increase&#039;&#039;: Either your Intelligence or Charisma score increases by 1 (your choice).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lead By Example&#039;&#039;: If you fail an ability check or saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can’t use it again until you finish a short or long rest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Guiding Arts&#039;&#039;: You have proficiency in two of the following skills of your choice: History, Medicine, Performance, or Persuasion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Soldier&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As a soldier, you’ve drilled in the art of war since childhood. Ability Score Increase. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ability Score Increase&#039;&#039;: Either your Dexterity or Strength score increases by 1 (your choice).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strength in Unity&#039;&#039;: If you miss with an attack roll or fail a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (Maximum bonus of +5). Once you use this trait, you can’t use it again until you finish a short or long rest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Arts of War&#039;&#039;: You have proficiency in two of the following skills of your choice: Athletics, Intimidation, Perception, or Survival.&lt;br /&gt;
&lt;br /&gt;
==Golarion Hobgoblins==&lt;br /&gt;
On the world of [[Golarion]], hobgoblins are the result of an ancient attempt at [[fleshcrafting]] ordinary [[goblin]]s into bigger, stronger and smarter forms that could then be used as expendable soldiers to defeat the [[elves]]. Whilst the elves managed to stop their creators before they could install controls, but not in time to keep them from hating elves instinctively or from seeking to conquer and destroy. Nice going, pointy-ears. Since they hate elves, they hate arcane magic and even [[Sorcerer]]s are unheard of among them. They make up for this with [[Alchemist]]s, [[Oni|Ja Noi]] allies, the occasional devil worshiping shaman [[Cleric]] and engineers (the kind that makes mundane siege engines and fortifications rather than steampunk).&lt;br /&gt;
&lt;br /&gt;
Golarion hobgoblins are most notable because they&#039;re supposed to be completely hairless... but, as Paizo began using them more frequently, hobgoblins with hair became increasingly common in their artwork. Rather than admit that this was just a result of different artists ignoring that lore, Paizo retconned that Golarion hobgobs are hairless... but scalp humanoid foes they defeat and make wigs out of their hair, which they wear as symbols of prowess and honor.&lt;br /&gt;
&lt;br /&gt;
Their stats are unchanged from 3E, except they lose level adjustment and, per [[Pathfinder]]&#039;s changes to the skill system, their move silently bonus is now a bonus to Stealth. They have options to trade away this bonus for a few things, and one thing to trade their darkvision for, but in the end the only reason to bother with playing one is they alone have the perfect ability scores for a [[Kineticist]].&lt;br /&gt;
&lt;br /&gt;
==Monstergirls?==&lt;br /&gt;
{{monstergirls}}&lt;br /&gt;
&lt;br /&gt;
[[File:MGE Hobgoblin.jpg|thumb|300px|right|The MGE Hobgoblin... because, when your goblin looks like a horned [[loli]], what&#039;s easier than just slapping tits on it, naming it hobgoblin, and calling it a day?]]&lt;br /&gt;
&lt;br /&gt;
Because hobgoblins are not readily distinguished from [[goblin]]s in the eyes of most people, the idea of a hobgoblin monstergirl is an uncommon one at best. Perhaps the most believable depiction of a hobgoblin MG would be as a race of [[goblinoid]] [[amazon]]s; curvy female goblinoids who use force to secure what they want, be it land, wealth, or a human boytoy.&lt;br /&gt;
&lt;br /&gt;
For what it&#039;s worth, there is &#039;&#039;one&#039;&#039; D&amp;amp;D adventure where a sexy female hobgoblin appears; [[Red Hand of Doom]] features Wyrmlord Ulwai Stormcaller, a female hobgoblin stormsinger whose rare blue eyes and uncanny good looks have attracted much torment for her throughout her life, as other hobgoblins have accused her of being half-human, or even half-elven. The same description also calls her a masterful liar even though she has no ranks in bluff and her art is pretty far from sexy, so take the description with some skepticism.&lt;br /&gt;
&lt;br /&gt;
In the [[Monster Girl Encyclopedia]], hobgoblins are portrayed as ditzy, dim-witted, clumsy oppai loli variants of the common goblin; despite being even dumber than their flat-chested sisters, goblins adore and revere them, seeing their huge breasts as a sign of great power and potential. Perhaps because hobgoblin mamono are even more ridiculously super-strong than the goblins are themselves; they may not have much going for them, but if they hit you, then you &#039;&#039;&#039;stay&#039;&#039;&#039; hit. Or else it&#039;s because the common goblins are smart enough to realize that breasts are a huge advantage in terms of having fun whilst having sex.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Dungeons &amp;amp; Dragons 3rd Edition races]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
File:Hobgoblin Wyrmlord Ulwai Stormcaller.jpg|They&#039;re over here....&lt;br /&gt;
File:PF Hobgoblin Chieftess.jpg|...And they&#039;re over there...&lt;br /&gt;
File:PF Hobgoblin Bombadier.jpg|...Those Darn Hobgoblins are everywhere!&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Gallery=&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
File:Hobgoblin 1e.jpg|First edition hobgoblin art.&lt;br /&gt;
File:Hobgoblin 2e.png|DiTerlizzi art from the 2e Monstrous Manual.&lt;br /&gt;
File:Hobgoblin 3e.jpg|Finalized 3rd edition artwork.&lt;br /&gt;
File:Hobgoblin Forces 4e.jpg|A troop of hobgoblins from the [[Nentir Vale]].&lt;br /&gt;
File:Hobgoblin 5e.png|The infamously lion-faced hobgoblin of 5th edition .&lt;br /&gt;
Image:Hobgoblin_Fire.jpg|A Hobgoblin Firebrand from the [[Pathfinder]] RPG&lt;br /&gt;
Image:Hobgoblin_Commander.jpg|An [[weeaboo|Oriental]] style Hobgoblin commander, also from Pathfinder&lt;br /&gt;
Image:2fa1c3e162bb169c0375f4e7f04d0548.jpg|If anything, Hobgoblins can make some pretty good beer.&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{D&amp;amp;D1e-Races}}&lt;br /&gt;
{{D&amp;amp;D2e-Races}}&lt;br /&gt;
{{D&amp;amp;D4e-Races}}&lt;br /&gt;
{{D&amp;amp;D5e-Races}}&lt;br /&gt;
{{Pathfinder-Races}}&lt;br /&gt;
{{Starfinder-Races}}&lt;/div&gt;</summary>
		<author><name>2603:8001:3500:CB:800:D08D:DFAB:8E30</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Chronomancy&amp;diff=125244</id>
		<title>Chronomancy</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Chronomancy&amp;diff=125244"/>
		<updated>2021-01-26T12:07:04Z</updated>

		<summary type="html">&lt;p&gt;2603:8001:3500:CB:800:D08D:DFAB:8E30: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chronomancy&#039;&#039;&#039;, in real world occultism, refers to [[divination]] specifically orientated around locating the best and worst times to do... well, pretty much anything. In actual fantasy settings, it refers to a subschool of [[magic]] focused on manipulating time in various ways. Whilst this is mostly a [[/v/]] phenomena, due to the way players can really, &#039;&#039;really&#039;&#039; fuck over a DM by exploiting this in gamebreaking ways on the tabletop, there are tabletop settings where it makes an appearance.&lt;br /&gt;
&lt;br /&gt;
==Anima==&lt;br /&gt;
Arcane Exxet, the magic and supernatural sourcebook for Anima: Beyond Fantasy, features Time magic as an available subschool.&lt;br /&gt;
&lt;br /&gt;
==Dungeons &amp;amp; Dragons==&lt;br /&gt;
Time magic has made rare and sporadic appearances through the history of [[Dungeons &amp;amp; Dragons]]. Usually, when it does appear, it is in the form of individual spells or, more rarely, [[psionics]] that provide some limited ability to travel through time. The spells Haste, Slow, and Time Stop have appeared in most editions. It can be argued these don&#039;t actually manipulate time so much as let the effected creature move really fast (or slow in Slow&#039;s case). In 3rd Edition, the spell [http://archive.wizards.com/default.asp?x=dnd/pg/20030409b Teleport Through Time] appeared in a web article on WotC&#039;s official website. Theoretically kept in check by requiring a very specific material component, it became spectacularly broken because it neglected to prohibit Eschew Material Components from bypassing that need. A handful of [[Psionics|Psionic]] abilities comboed to allow a clever user to rewind time, which is detailed below.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Psionic Save-Game&amp;quot; exploit in 3.5 combined the psionic power Time Hop, from the core psionics book, with the power Forced Dream from Magic of Eberron. Time Hop propelled the target forward in time a few dozen seconds, an action normally harmless to the timestream and functionally identical to the common Maze spell (except it didn&#039;t take time away from spell duration), while Forced Dream allowed the user to rewind time to the start of their turn. On its own this combo was a nice trick, but combined with a few other pieces the time between save and load could be extended to days.&lt;br /&gt;
&lt;br /&gt;
In 4th edition, a ritual in [[Dragon Magazine]] allows the caster to open portal to different times, thus allowing for time travel as a semi-controllable plot element.&lt;br /&gt;
&lt;br /&gt;
Outside of these dabblings in temporal magic, D&amp;amp;D has rarely gone into depth with allowing a player to fully exploit chronomancy. The first attempt at a full-fledged time manipulator appeared in the form of an NPC class for [[Advanced Dungeons &amp;amp; Dragons]] 1st edition called the [[Doctor Who|Time Lord]]. Then 2nd edition debuted a [[splatbook]] called &amp;quot;Chronomancer&amp;quot;, which gave players the ability to play a [[Wizard]] specialist focused on time manipulating magic.  After this, time control slipped out of players&#039; hands until [[Dungeons &amp;amp; Dragons 5th Edition]], where the &amp;quot;Chronurgist&amp;quot; is one of the [[Wizard]] subclasses based on [[Dunamancy]], focusing specifically on its time-manipulating aspects.&lt;br /&gt;
&lt;br /&gt;
===Chronomancer Class===&lt;br /&gt;
The Chronomancer is a Specialist [[Wizard]] in [[Advanced Dungeons &amp;amp; Dragons]] 2nd edition, and as such is full of the usual bullshit of arbitrary rules and restrictions:&lt;br /&gt;
::Ability Score Requirements: Intelligence 17+, Wisdom 16+ (to dual-class to Chronomancer requires Int 18+ and Wisdom 17+)&lt;br /&gt;
::Alignment Requirement: Non-Chaotic&lt;br /&gt;
::Race &amp;amp; Level Restrictions: Human (Unlimited), [[Elf]] (15th level), [[Half-Elf]] (12th level)&lt;br /&gt;
::Chronomancers gain +1 spell per level, which must be a Chronomancy spell, as with any specialist wizard.&lt;br /&gt;
::Chronomancers do not gain any saving throw bonuses against Chronomancy spells, although they do still inflict a -1 penalty to saves against them.&lt;br /&gt;
::Prohibited Schools: [[Abjurer|Abjuration]], [[Conjurer|Conjuration/Summoner]], [[Necromancer|Necromancy]]&lt;br /&gt;
::-2 penalty to saves against spells from prohibited schools being cast by specialists in those schools.&lt;br /&gt;
::+10% bonus to learning Chronomancy spells, -25% penalty to learning any other spells.&lt;br /&gt;
::At 5th level, become immune to Haste and Slow spells.&lt;br /&gt;
&lt;br /&gt;
Compared to wizards, Chronomancers have a unique EXP to level table, but otherwise they&#039;re basically just their own kind of specialist wizard.&lt;br /&gt;
&lt;br /&gt;
Chronomancers have access to four [[kits]] and two subclasses. The kits are the &#039;&#039;Guide&#039;&#039; (a Chronomancer working to coax history along a path of their choosing), the &#039;&#039;Historian&#039;&#039; (a Chronomancer using magic to better study the past), the &#039;&#039;Seer&#039;&#039; (a Chronomancer focused on studying the future), and the &#039;&#039;Traveler&#039;&#039; (a Chronomancer who wants to master the practical aspects of time travel and basically treats the past &amp;amp; present like [[dungeon]]s to raid in the process). The subclasses are the &#039;&#039;Temporal Champion&#039;&#039;, a Chronomancer [[gish]] who trades some of their spellcasting oomph for more warrior-like martial abilities, and the &#039;&#039;Temporal Raider&#039;&#039;, a Chronamancer turned thief.&lt;br /&gt;
&lt;br /&gt;
==Rifts==&lt;br /&gt;
Worldbook 3: England for [[Rifts]] features both Temporal Mage and Temporal Knight character classes.&lt;br /&gt;
&lt;br /&gt;
==Warhammer 40K==&lt;br /&gt;
[[Necron]] [[Cryptek]]s have a speciality called the Chronomancer, who uses Necron hyperscience to manipulate time.&lt;br /&gt;
&lt;br /&gt;
==White Wolf==&lt;br /&gt;
In both [[Mage: The Ascension]] and [[Mage: The Awakening]], Time is one of the ten &amp;quot;elements&amp;quot; from which magic can be made.&lt;br /&gt;
&lt;br /&gt;
The rare and much maligned True Brujah bloodline from [[Vampire: The Masquerade]] can control time with the Temporis Discipline.&lt;br /&gt;
&lt;br /&gt;
Wraiths may gain some control over the passage of time using the Pandemonium Arcanos in [[Wraith: The Oblivion]].&lt;br /&gt;
&lt;br /&gt;
Characters in [[Changeling: The Dreaming]] can control time using the Chronos Art.&lt;br /&gt;
&lt;br /&gt;
[[Category: Gamer Slang]]&lt;/div&gt;</summary>
		<author><name>2603:8001:3500:CB:800:D08D:DFAB:8E30</name></author>
	</entry>
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