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| #1thelorekeeper_dupJun 16, 2009 10:28:21 | Please critique my adventure, I will be running it for passive gamers, who are new and don't know the rules that well. PEACH! Kobold Caravan In Nragash, the merchants will come from northern trade routes and stop in town to sell interesting and new goods. Those recently the trade flow has become a trickle, and the caravans that do get into town come with half the supplies they departed with. Apparently a band of Bane-worshipping kobolds has been stopping the caravans, slaying the merchants and stealing the goods for their funding. The mayor Sylvanis has requested that you seek out the band’s lair, capture the kobolds that resist, and you may keep their loot for yourselves, so long as they don’t return. Encounter 1: The Guard Room Encounter Level 1 (300 XP) This encounter includes the following: 1 Kobold Slinger 4 Kobold Minion 1 Kobold Skirmisher SETUP The kobolds are standing on the platforms, wary of any possible intruders. The slinger is on the guard platform, and the skirmisher stands on the right opening of the tunnel, stealth if he heard the PCs coming. The minions make no attempt to be wary, just wandering around the camp waiting for action. Perception 19, read: You can hear the heavy panting of a reptile coming from the opening. The Push Attack becomes: Push Attack –3 vs. Fort. When the PCs leave the tunnel, read: As you leave the narrow tunnel, you are greeted by a vicious snarl and a malicious shove into the water across you. Push Attack: 1 vs. Fort When the Slinger is in sight, read: A menacing lizard-man in leather armor looks at your through the sights of a slingshot. Grinning evilly, he releases the pebble he has loaded. When the PCs enter the room, read: Four wimpy looking reptiles are scattered throughout the room, and when they see you, they scream and scurry for their weapons. They shake as they reluctantly inch towards you with fear. TACTICS The slinger stays on his platform, and stays away from the PCs at all costs. The minions shift and weave through combat, generally hindering the PCs and protecting the slinger. When the fight begins to turn, the minions surrender. The skirmisher makes repeated attempts to push the PCs into the water, but when this tactic proves useless he fights normally. When bloodied, the skirmisher surrenders. The slinger fights to the death. FEATURES OF THE AREA Water: The water is 10ft. deep, and is difficult terrain. Platform: The platform is 5ft. high, and takes a DC 12 Strength/DC 15 Acrobatics check to climb. Encounter 2: Place of Worship Encounter Level 1 (325 XP) This encounter includes the following: 1 Kobold Dragonshield 2 Kobold Skirmisher SETUP The Alter is where the reptiles go to worship Bane, and they leave offers on the spiked altar. The skirmishers are kneeling next to the altar, and the dragonshield is guarding the next room. When the PCs enter, read: Two rough looking reptiles kneel next to a black iron rectangle, studded with spikes. They pull out some gold and other luxury items, and leave it into the altar. An even tougher reptile supervises, looking on with arrogance and superiority. When he sees you, he turns toward you, and you see he is missing an eye and his ear is torn, obviously he has been through difficult battles. He has a necklace, which sports the fangs of various monsters. TACTICS The skirmishers dart around the room, attempting to push the PCs into the pits. Push Attack: -1 vs. Fort. The dragonshield tries to set up flanking with the skirmishers. When bloodied, the skirmishers surrender. The dragonshield fights until bloodied, and when that happens, as an immediate interrupt, read: The rough reptile roars a below of rage and clutches his sword close. He coils up, preparing to leap at the nearest foe. In his effort, however he slips and falls into the spiked pit, knocking himself unconscious. FEATURES OF THE AREA Spiked Pits: Any creature that falls into a spiked pit takes 1d6+2 damage, and must make a DC 12 Strength check to climb out. Any creature that starts its turn in the spikes takes 1d6+2 damage. Altar: Any creature that doesn’t worship Bane standing next to the altar loses one healing surge, and any creature next to the altar takes a –2 to AC. Encounter 3: Treasury This encounter includes the following: 1 Kobold Wyrmpriest 3 Kobold Minion SETUP The treasury is where the cult keeps their loot. The wyrmpriest is hidden behind a cart, and only emerges once his minions are slain. The minions are cackling with joy, remarking about how they will live in luxury forever. When the PCs enter, read: You see a room full of carts and coins, and 3 scrawny reptiles are cackling. One remarks to the other, “Hahaha! We be rich for eva, eh Pike?”. Pike replies, “Yes, we kin liv in one of dem’ fancy-pants huts.” When they see you, they look up and yelp. They dive aside, pulling out crude javelins. When the minions are surrendered, read: A reptile wearing black robes and a hat emerges from under a cart, scolding the scrawny ones. “You numskulls, now da big monstas gonna take meh gold. Not if ah haf a say!” He raises his palm, which glows blue. TACTICS The minions fight until one remains, he then surrenders. The wyrmpriest fights until bloodied, and then he declares, “Enuf! You win surfass livers, take meh and liv, just don kill meh!” FEATURES OF THE AREA Water: The water is shallow, and does not hinder the PCs at all. Rewards 900 gp Flaming Dagger +1 Lifedrinker Scythe +1 Distance Longbow +2 Bashing Light Shield Staff of Storms +1 Winter’s Grasp Totem +1 If anyone is interested, I also have a follow-up adventure. Which I have added. Part 2 The King’s Crown The town of Nragash has been functioning well for a time, and Sylvanis hasn’t needed much help. Many guilds are starting to shape, and their influence grows strong in the town. One particular guild however, has a dark influence. Named the King’s Crown, this guild is a merchant’s guild, but rumors have been saying they are smuggling weapons out of Nragash to supply bands of barbarian goblins. When one caravan was searched, a variety of brutal weapons were uncovered and confiscated, and that was the last straw. Sylvanis hired you all to find proof of the King’s Crown’s treachery. You can ask around the guild, but Sylvanis says she can’t force them to do anything, or they might flee before they are imprisoned. The guild is in the northeastern segment of Nragash, a region populated by ruffians and scoundrels. When the PCs decide to head towards the guild, read: As you wander through the disorderly northeast, you pass many taverns and shops that have chipping paint, crumbling bricks and rotting wood. Clearly, no legit, wealthy trading guild would set up shop here. As you walk past one particularly wrecked Inn, called the Dancing Dwarf by a sign with faded colors, two men walk into the cobbled street, one very small cloaked man, another one dressed in clothes too expensive for this area. If the PCs roll a Stealth check of 11 or higher, read: The cloaked man pulls aside his associate into an alley, which you promptly follow quietly. He says to the rich man, “Look here, mah tribe hass tah have dah spears bah next moon rise. We gonna ambush tah Owltalon Clan and we can’t lose!” The finely dressed fellow says, “The King’s Crown does not accept debts, you must pay us now or not be supplied with spears. Who knows when we may have to go into hiding, with the mayor keeping an eye on us!” The cloaked figure takes off his hood, revealing that he is a goblin, with several scars as well. “Ud is wek, we ned dah spears, or we lose!” The wealthy man looks around more, as if he heard footsteps, and the pair ran off deeper into the alley, out of sight. +75 XP If the PCs just watch, read: The cloaked figure spots you, and ushers his partner into an alley, and it seems you’ll have to sneak closer to hear them. The short man says to the rich man, “Look here, mah tribe hass tah have dah spears bah next moon rise. We gonna ambush Nagash (probably meaning Nragash) and we can’t lose!” The finely dressed fellow says, “The King’s Crown does not accept debts, you must pay us now or not be supplied with spears. Who knows when we may have to go into hiding, with the mayor keeping an eye on us!” The cloaked figure takes off his hood, revealing that he is a goblin, with several scars as well. “Ud is wek, we ned dah spears, or we lose!” The wealthy man looks around more, as if he heard footsteps, and the pair ran off deeper into the alley, out of sight. After the PCs hear the two, read: After the two disappear, you realize you are only across the street from the King’s Crown guild house. Rich fabrics and gold add to the glowing presence of the house. It looks almost as grand as Mayor Sylvanis’s palace. Two guards stand at the gate. Encounter 1: Guard Diplomacy The guards probably know if any secret deals have been taking place, but you’ll have to convince them to tell you first. The PCs must win the Skill Challenge to discover secret information, and if they don’t, they receive no XP and must fight the guards or else be turned in. Level: 2 Complexity: 1 (requires 4 successes before 2 failures) Primary Skills: Bluff, Diplomacy, Intimidate Bluff (DC 14): You trick the guards into believing you were sent by the guild master to keep track of deals. Diplomacy (DC 14): You talk with the guards, eventually convincing them that you are friends, and they can trust you with information. Intimidate (DC 8): You scare the guards into giving out crucial information, which is easy because they are just hired hands, and not committed to the cause. Success: The guards’ reveal that yes indeed the guild is supplying goblin tribes with weapons, but there are no records. The only way to prove it is to go to one of the meetings, and stop both sides. If you defeat the goblins and traders, you can take the weapons to Sylvanis and show her that these were being sold to goblins. (300 XP) Failure: The guards refuse to give any information, and start attacking. (Encounter 2: Guard Attack) (75 XP per succeeded skill check until challenge failure) Encounter 2: Guard Attack Encounter Level 2 (300 XP) This encounter contains the following: 2 Human Guards SETUP The guards stay in place, just attacking with their halberds, they don’t attempt to strategize at all. TACTICS The guards fight with halberds until they reach 35 HP, at which point they start moving around, provoking O.A.’s without a care. FEATURES OF THE AREA None When the guards reach 23 HP, read: The guards look at each other, and back to you. They drop their halberds and crossbows, and raise their hands in defeat. They tell you that the guild is supplying goblin tribes with weapons, but there are no records. The only way to prove it is to go to one of the meetings, and stop both sides. If you defeat the goblins and traders, you can take the weapons to Sylvanis and show her that these were being sold to goblins. Now you know everything you’ll need too stop the King’s Crown, but you just have to get proof. The meeting between King’s Crown and goblins is set at the Witch’s Cave, a supposedly haunted cavern. When the PCs decide to travel to the Witch’s Cavern, read: On your way out of town, you spot a caravan on the road out of Nragash in front of you. It bears the symbol of the King’s Crown on its side, and you see a few men conversing in the front. If the PCs roll a Stealth check of 4 or higher, read: You sneak up behind the caravan, and overhear the following conversation: “Your sure they know we’re meeting the goblins?” “Positive” “Well, we can’t turn back now, it wouldn’t be good for business, and we can bring guards in addition to the traders” “Hurry up” another voice chimes in, “We will be late” Then the conversation stops, and the caravan continue moving forward. You follow the caravan at a distance until it reaches the Cave. If the PCs haven’t done Encounter 2: Guard Attack, two guards hop out of the caravan and walk towards you menacingly, and say, “We’ll stop ya before ye can stop our dealing with the goblins!” +75 XP When the PCs hear the men, read: You can hear a couple of men talking, and overhear the following: “Your sure they know we’re meeting the goblins?” “Positive” “Well, I know what we can do…” Then one trader comes around the caravan to where you were standing and yells, “Oi! Get away from me caravan! Git away, and be lucky ye didn’t get turned in for thieving! The caravan moves forward in a hurry, but you can easily track it until you reach the Witch’s Cave. If the PCs haven’t done Encounter 2: Guard Attack, two guards hop out of the caravan and walk towards you menacingly, and say, “We’ll stop ya before ye can stop our dealing with the goblins!” When the PCs come to the cave, read: You see a trader, along with 4 guards, waiting in the depths of the cave. It seems they are talking to small goblins wearing bright red face paint. The goblins walk towards a large bundle on the ground, and look inside. (Perception 14, read: You can see that the bundle carries several javelins, spears and clubs.) The trader holds out his hands, and the goblins hand over a large sack of gold. Now both the goblins and the traders are turned away, and it would be a perfect time to act. Encounter 3: Trading Troubles Encounter Level 2 (404 XP) This encounter contains the following: 2 Goblin Warriors 4 Human Rabble 1 Goblin Blackblade SETUP The 2 groups are trading, and you have to stop them, or else the goblins could lead an attack on Nragash eventually. The Goblins Warriors and Blackblades are on the left side of the room, and the Human Rabble are on the right. When the PCs enter, read: The trader shouts, “It’s the mayor’s warriors! I knew they would come, everyone attack!” TACTICS The goblin warriors fight to the death, and the blackblade fights until he reaches 12 HP. The rabble fights until the two guards are slain, after which the trader surrenders. FEATURES OF THE AREA Haunted Rock: Any creature standing adjacent to the haunted rocks takes +2 vs Fortitude attack, and a hit does ongoing 5 damage (save ends) When the PCs defeat the groups, read: You stopped the traders, and bound them in rope in the caravan, which you rode back to Nragash, taking the weapons with you. When the mayor Sylvanis sees you have brought the traders and their illegal goods to justice, she posts a notice in the town center that the King’s Crown has been overturned, and it’s members imprisoned. As a reward, you can have any item crafted by the mayor’s expert blacksmiths and crafters. REWARDS Any level 5 or lower item from the PHB or PHB2 704 XP If you won Encounter 1, +300 XP If you made the stealth check on page 1, +75 XP If you made the stealth check on page, +75 XP |
| #2rovinJun 16, 2009 13:03:41 | This is for three players, I assume? Kobolds doing Bull Rush attacks. Man, that's classic goofy kobold antics. |
| #3thelorekeeper_dupJun 16, 2009 15:28:01 | Yes, forgot to mention I have 3 players, and the adventure is designed for such. SO I take it you like it? |
| #4immeral_eldevorJun 16, 2009 16:44:47 | It's an ok dungeon, I'm assuming the party is first level. As far as a whole adventure goes though it doesn't have that much depth. I'm thinking this is more PART of an adventure seeing as how the Kobold says that the party can take him with them. This works for a dungeon quest ![]() |
| #5thelorekeeper_dupJun 16, 2009 16:48:46 | It's more of a setup adventure, for the more interesting one: The King's Crown. I'll add the part two in a minute. Part 2 The King’s Crown The town of Nragash has been functioning well for a time, and Sylvanis hasn’t needed much help. Many guilds are starting to shape, and their influence grows strong in the town. One particular guild however, has a dark influence. Named the King’s Crown, this guild is a merchant’s guild, but rumors have been saying they are smuggling weapons out of Nragash to supply bands of barbarian goblins. When one caravan was searched, a variety of brutal weapons were uncovered and confiscated, and that was the last straw. Sylvanis hired you all to find proof of the King’s Crown’s treachery. You can ask around the guild, but Sylvanis says she can’t force them to do anything, or they might flee before they are imprisoned. The guild is in the northeastern segment of Nragash, a region populated by ruffians and scoundrels. When the PCs decide to head towards the guild, read: As you wander through the disorderly northeast, you pass many taverns and shops that have chipping paint, crumbling bricks and rotting wood. Clearly, no legit, wealthy trading guild would set up shop here. As you walk past one particularly wrecked Inn, called the Dancing Dwarf by a sign with faded colors, two men walk into the cobbled street, one very small cloaked man, another one dressed in clothes too expensive for this area. If the PCs roll a Stealth check of 11 or higher, read: The cloaked man pulls aside his associate into an alley, which you promptly follow quietly. He says to the rich man, “Look here, mah tribe hass tah have dah spears bah next moon rise. We gonna ambush tah Owltalon Clan and we can’t lose!” The finely dressed fellow says, “The King’s Crown does not accept debts, you must pay us now or not be supplied with spears. Who knows when we may have to go into hiding, with the mayor keeping an eye on us!” The cloaked figure takes off his hood, revealing that he is a goblin, with several scars as well. “Ud is wek, we ned dah spears, or we lose!” The wealthy man looks around more, as if he heard footsteps, and the pair ran off deeper into the alley, out of sight. +75 XP If the PCs just watch, read: The cloaked figure spots you, and ushers his partner into an alley, and it seems you’ll have to sneak closer to hear them. The short man says to the rich man, “Look here, mah tribe hass tah have dah spears bah next moon rise. We gonna ambush Nagash (probably meaning Nragash) and we can’t lose!” The finely dressed fellow says, “The King’s Crown does not accept debts, you must pay us now or not be supplied with spears. Who knows when we may have to go into hiding, with the mayor keeping an eye on us!” The cloaked figure takes off his hood, revealing that he is a goblin, with several scars as well. “Ud is wek, we ned dah spears, or we lose!” The wealthy man looks around more, as if he heard footsteps, and the pair ran off deeper into the alley, out of sight. After the PCs hear the two, read: After the two disappear, you realize you are only across the street from the King’s Crown guild house. Rich fabrics and gold add to the glowing presence of the house. It looks almost as grand as Mayor Sylvanis’s palace. Two guards stand at the gate. Encounter 1: Guard Diplomacy The guards probably know if any secret deals have been taking place, but you’ll have to convince them to tell you first. The PCs must win the Skill Challenge to discover secret information, and if they don’t, they receive no XP and must fight the guards or else be turned in. Level: 2 Complexity: 1 (requires 4 successes before 2 failures) Primary Skills: Bluff, Diplomacy, Intimidate Bluff (DC 14): You trick the guards into believing you were sent by the guild master to keep track of deals. Diplomacy (DC 14): You talk with the guards, eventually convincing them that you are friends, and they can trust you with information. Intimidate (DC 8): You scare the guards into giving out crucial information, which is easy because they are just hired hands, and not committed to the cause. Success: The guards’ reveal that yes indeed the guild is supplying goblin tribes with weapons, but there are no records. The only way to prove it is to go to one of the meetings, and stop both sides. If you defeat the goblins and traders, you can take the weapons to Sylvanis and show her that these were being sold to goblins. (300 XP) Failure: The guards refuse to give any information, and start attacking. (Encounter 2: Guard Attack) (75 XP per succeeded skill check until challenge failure) Encounter 2: Guard Attack Encounter Level 2 (300 XP) This encounter contains the following: 2 Human Guards SETUP The guards stay in place, just attacking with their halberds, they don’t attempt to strategize at all. TACTICS The guards fight with halberds until they reach 35 HP, at which point they start moving around, provoking O.A.’s without a care. FEATURES OF THE AREA None When the guards reach 23 HP, read: The guards look at each other, and back to you. They drop their halberds and crossbows, and raise their hands in defeat. They tell you that the guild is supplying goblin tribes with weapons, but there are no records. The only way to prove it is to go to one of the meetings, and stop both sides. If you defeat the goblins and traders, you can take the weapons to Sylvanis and show her that these were being sold to goblins. Now you know everything you’ll need too stop the King’s Crown, but you just have to get proof. The meeting between King’s Crown and goblins is set at the Witch’s Cave, a supposedly haunted cavern. When the PCs decide to travel to the Witch’s Cavern, read: On your way out of town, you spot a caravan on the road out of Nragash in front of you. It bears the symbol of the King’s Crown on its side, and you see a few men conversing in the front. If the PCs roll a Stealth check of 4 or higher, read: You sneak up behind the caravan, and overhear the following conversation: “Your sure they know we’re meeting the goblins?” “Positive” “Well, we can’t turn back now, it wouldn’t be good for business, and we can bring guards in addition to the traders” “Hurry up” another voice chimes in, “We will be late” Then the conversation stops, and the caravan continue moving forward. You follow the caravan at a distance until it reaches the Cave. If the PCs haven’t done Encounter 2: Guard Attack, two guards hop out of the caravan and walk towards you menacingly, and say, “We’ll stop ya before ye can stop our dealing with the goblins!” +75 XP When the PCs hear the men, read: You can hear a couple of men talking, and overhear the following: “Your sure they know we’re meeting the goblins?” “Positive” “Well, I know what we can do…” Then one trader comes around the caravan to where you were standing and yells, “Oi! Get away from me caravan! Git away, and be lucky ye didn’t get turned in for thieving! The caravan moves forward in a hurry, but you can easily track it until you reach the Witch’s Cave. If the PCs haven’t done Encounter 2: Guard Attack, two guards hop out of the caravan and walk towards you menacingly, and say, “We’ll stop ya before ye can stop our dealing with the goblins!” When the PCs come to the cave, read: You see a trader, along with 4 guards, waiting in the depths of the cave. It seems they are talking to small goblins wearing bright red face paint. The goblins walk towards a large bundle on the ground, and look inside. (Perception 14, read: You can see that the bundle carries several javelins, spears and clubs.) The trader holds out his hands, and the goblins hand over a large sack of gold. Now both the goblins and the traders are turned away, and it would be a perfect time to act. Encounter 3: Trading Troubles Encounter Level 2 (404 XP) This encounter contains the following: 2 Goblin Warriors 4 Human Rabble 1 Goblin Blackblade SETUP The 2 groups are trading, and you have to stop them, or else the goblins could lead an attack on Nragash eventually. The Goblins Warriors and Blackblades are on the left side of the room, and the Human Rabble are on the right. When the PCs enter, read: The trader shouts, “It’s the mayor’s warriors! I knew they would come, everyone attack!” TACTICS The goblin warriors fight to the death, and the blackblade fights until he reaches 12 HP. The rabble fights until the two guards are slain, after which the trader surrenders. FEATURES OF THE AREA Haunted Rock: Any creature standing adjacent to the haunted rocks takes +2 vs Fortitude attack, and a hit does ongoing 5 damage (save ends) When the PCs defeat the groups, read: You stopped the traders, and bound them in rope in the caravan, which you rode back to Nragash, taking the weapons with you. When the mayor Sylvanis sees you have brought the traders and their illegal goods to justice, she posts a notice in the town center that the King’s Crown has been overturned, and it’s members imprisoned. As a reward, you can have any item crafted by the mayor’s expert blacksmiths and crafters. REWARDS Any level 5 or lower item from the PHB or PHB2 704 XP If you won Encounter 1, +300 XP If you made the stealth check on page 1, +75 XP If you made the stealth check on page, +75 XP |
| #6VatrasJun 16, 2009 18:13:51 | Sounds OK to me for your group. I did write my own for low levels, but I have to admit, my players saw the first +2 weapon at level 5, and +1 not before level 2...I seem to be a little stingy, methinks ![]() |
| #7thelorekeeper_dupJun 16, 2009 18:18:50 | My biggest concern is that I'm railroading the PCs. What do you think? |
| #8VatrasJun 16, 2009 18:28:20 | Don't worry about that too much. If your players feel railroaded (and resent it), they will let you know. I found it best to have a prepared alternate adventure at hand, in case the players don't like the current one (and which has a different tone). I have once done a RuneQuest campaign, and I planned it for 12 sessions, along the lines of the books of Katherine Kurtz (Derini Rising mostly). After the conclusion the group didn't want to abandon their characters and the world, and began to follow up loose ends. The whole campaign lasted seven years, and often the players did set the goals and decided what they would do, with me adapting and writing furiously. When a RM campaign came along, I tried to play it free-style from the beginning, but it didn't fly. The players did not take to it, and one asked me one day, if I couldn't do a little railroading. In the final analysis I would say that players like to be guided, at least for a while, until they have a feeling for the gameworld. Once they know some people, places and have connections, they start to pick their own plotlines, if they are even inclined to it. The trick seems to be to interest them in the game world. |
| #9panoslJun 16, 2009 18:59:21 | You've got all your encounters planned out very well, the structure seems solid. You just need to add fluff and flavour to it to flesh it out. Basically just design the town with a few NPCS and personalities as well as places to rest, shop and play silly little mini games like darts, arm wrestling, dice games and such. I wouldn't worry about railroading for a first adventure just focus on making what you have good. Branching out is easy you just spatter a few side quests around which can help the main quest in some way but leave it optional then sprinkle in a few decision points with a dash of morality and season with any interesting quests or goals the players themselves may want. This is important, a great way for the game to not feel railroaded is to give the players a chance to voice what they want their characters to go through at some point. You can get them to design areas and characters their character knows as well. This works great and gets everybody involved. But like I say don't worry about it yet with new guys, just focus on the rules, the adventuring and the lulz. The rest all follow. |
| #10thelorekeeper_dupJun 16, 2009 19:56:36 | I had an idea for making adventures, and I'm not sure if it'll work or not, perhaps someone can critique and refine my idea. I'll start by selected a group of monsters at the PC's level. Then I'll build 2-3 encounters with the monsters in mind. I'll come in afterwards and add in the main idea, NPCs reactions and likely responses, and stuff that the PCs will almost certainly need to hear (fluff-wise). I'll patch together the fluff and encounters, and see what hideous creation I've given birth to, and if I like it, I might run it for my PCs. |
| #11panoslJun 17, 2009 20:06:33 | I had an idea for making adventures, and I'm not sure if it'll work or not, perhaps someone can critique and refine my idea. Sounds like your designing backwards? I tend to always design the flavour first and let the encounter follow through that as I want to establish the atmosphere and purpose before I go on to the pure mechanics of the encounter. It just seems hard to create an encounter without anything specific in mind for it? Suppose it could work. Try it out I suppose. |
| #12thelorekeeper_dupJun 18, 2009 8:19:44 | Well, I haven't tried it yet, I was wondering if anyone has and if so, does it work. On a second thought, your right, it doesn't work all that well. Thanks to all for help, especially you Panosl . Appreciate more comments in advance! |