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Eternal Lies – The End

July 17th, 2015

Go to Eternal Lies: The Alexandrian Remix

Eternal Lies - Apocalypse

Campaign NotesDioramaProps Packet

SPOILER WARNING

Eternal Lies is a truly amazing campaign. When it comes to spoilers, however, it is remarkably fragile. Two words, in particular, can really ruin the whole experience: One is the true name of the Liar. The other is the actual title of the final chapter.

I’ve done my best, even while sharing my notes for remixing the campaign, to NOT use those words in these semi-public posts. (Or, at least, not use them in a context that would reveal their significance.) However, now I need to discuss running the finale of the campaign and that necessarily carries with it the need to get a little riskier. The best I can do is to simply add another ablative layer of spoiler warnings.

SPOILER SPOILER SPOILER

Seriously. If you’ve landed on this page and you’re not 100% sure you want the Eternal Lies campaign spoiled for yourself, you should really stop reading.

Okay, that’s the best I can do.

(For similar reasons, I didn’t label the final set of my notes in my binder for the campaign in order to minimize the risk of my players accidentally seeing the title.)

SEQUENCE 1

The most important part of this sequence, in my opinion, is the beginning: Triumph Atop Mt. Kailash. The players may have some nagging doubts about the vision they just received, but it’s really important that they also feel a legitimate sense of having won.

Towards that end, I’ve added an actual mechanical reward here to emphasize the moment.

Once you’ve built them up (and, just as importantly, let them build themselves up and celebrate), you’re ready to start revealing the growing horror of what’s happening around them.

SEQUENCE 2

I’ve discussed the general theory behind this sequence in my introduction to the remix. The idea is that there are four thematic concepts that make up the REVELATION:

  • Great power requires great sacrifices
  • Edgar Job played a key role in Echavarria’s ritual
  • Echavarria’s ritual had two layers
  • Azathoth was the true focus of Echavarria’s interest

The specific details listed in these remix notes are specific to my PCs. They reflect the events that (a) actually happened in our play-thru of the campaign and (b) which seemed to have particular resonance for my players. For your campaign, you’ll want to similarly construct a personalized Revelation.

The timing of using the Revelation is more of an art than a science: With the additional data point of the Liar’s final vision (plus the horrible things happening around them), it’s not impossible for the players to figure out what’s happening. (Particularly if they’ve asked certain questions of Gol-Goroth or if they’ve paid particular attention to certain volumes in Echavarria’s library.)

When this happens also depends on exactly when your players start falling into a serious discussion about what they’re seeing and what they think happened. My players started that midway down their descent of the mountain. Other groups might get all the way to Darchen or even Burang before they start trying to figure it out. My suggestion is that you want to hold off on pushing for the Cthulhu Mythos spend until after they’ve realized that the problem is global in scope. (In other words, let all the Mythos stability checks in Sequence 1 play out.) Once that’s happened, play it by ear and then tell them the Cthulhu Mythos spend is both available and, if they can’t figure it out on their own, required.

(If they proactively ask for the Cthulhu Mythos spend, of course, you can just go with it whenever they request it.)

SEQUENCE 3

In order for the Apocalypse to be effective, I believe that it has to be personal.

As a result, the Scenes from the Apocalypse that you’ll find in my remix notes are, once again, very specific to my PCs and the things that they had experienced up until this point:

  • Ulysses had a close encounter with a Hound of Tindalos in the original back story for his character. It made sense to bring that full circle as the barriers between dimensions collapsed. Robert’s visitation from the dead was a similar callback. (You might consider looking back at the original character backgrounds to find elements for use in your apocalypse.)
  • The PCs had rescued Monte and Alexi from Malta and taken them to Paris to be cared for by a Source of Stability. (Monte’s cure as a result of destroying the Liar was also a good way to remind them that defeating the Liar had been a triumph, even if its unintended consequences were horrific.)
  • One of the PCs was from Chicago and had a Source of Stability there. (This kind of remote news that they can’t really do anything about is a good way of emphasizing how widespread and catastrophic things are.)
  • The PCs had gotten Janet Winston-Rogers to set up a safehouse for loved ones who had been threatened by the cult.
  • The death of Frank Kearns was a good opportunity to emphasize the emotional trauma being suffered by civilians in the setting. It also makes the death and destruction personal.

(In actual practice, these elements played out in delightfully unexpected ways: The PCs reached Paris. They learned that the boys had been evacuated to England and that Chicago was burning. They were chased back to their plane by a cannibalistic mob. Deciding that time was running out, they bit the bullet and used the Create Hyperspace Gate spell to jump directly to Savannah. As they left, however, they told Frank Kearns that they needed him to get their plane safely back to New York and check on their loved ones… which gave him enough sense of purpose to avoid giving into despair before they had managed to save the world.)

The published campaign has an interesting grab-bag of apocalyptic imagery (some of which I summarized at the beginning of this sequence of this remix as a grab bag from which I could improvise additional and/or alternative scenes if the PCs took a radically different route than I was anticipating).

SEQUENCE 4 & FINALE

As I noted above, my PCs used the Create Hyperspace Gate spell to go directly to Savannah. I decided that the dimensional disruption around Edgar Job would force them to appear on the outskirts of town so that the Into Savannah sequence would still play out. It may not be entirely clear from my notes, but the asynchronous appearances of the Feral Child in this sequence are meant to be intermixed around the other moments.

EPILOGUE

As a final note, the epilogue of the campaign — with its cycle of three questions for each player — is brilliantly conceived and provided a note-perfect conclusion to an immersive and emotionally-wrenching campaign.

Eternal Lies - Chicago Burns

Go to After Action Report

Eternal Lies – Thibet

July 15th, 2015

Go to Eternal Lies: The Alexandrian Remix

Eternal Lies - Thibet

Campaign NotesDioramaProps Packet

As with the Yucatan, Thibet is organized in sequences and locations instead of around nodes. Primarily sequences, because this location is largely about journeying deep into uncharted territory in search of a finale.

Speaking of finales, we’re getting near to the end of the campaign so I’m going to refresh our:

SPOILER WARNING

I’m going to do my best to keep things fairly vague at this juncture so that someone casually glancing at these pages won’t have the campaign spoiled for them, but since we’re also nearing a critical juncture it wouldn’t take much to spoil yourself.

MACEWAN: One thing you won’t find in my remix notes is the explosives expert MacEwan. This is nothing personal. By this time in the campaign, my PCs had become so completely well-versed in explosives that they had no need for MacEwan and I didn’t bother prepping him.

HIGH ROAD, LOW ROAD: One big shift I did make is bifurcating the first sequence so that the players have a choice of the route they want to follow. This is designed as a pretty straightforward incomparable: One route is fast-but-dangerous; the other route is slow-but-safe.

Eternal Lies - Mt. KailashThere’s a sequence of photographic props designed for each of the routes. If you’re playing with the poster maps, you can put these travel photos directly onto the map in a rough sequence pointing towards the mountain.

THE RAVINE: In a similar fashion, I’ve tweaked the design of the final descent into the Devouring Ravine. Regardless of which method the PCs use for destroying the Liar, there is now trade-off between going deeper into the ravine (which makes it easier to destroy the Liar) and staying higher (which is safer).

As written in the original campaign, the Devouring Ravine is cripplingly difficult. For my remix, I tried to take the “auto TPK” quality out of it (primarily by treating the entire descent as a single Mythos experience, so that the maximum Stability loss gets capped). But, in practice, I discovered that it’s still too tough. I’ve talked in the past about the numerous hard limits that the GUMSHOE system has which severely limits your flexibility in scenario design. In this case, the scenario drains out the Athletics and Outdoorsman pools of the PCs and then auto-kills them.

When I run the campaign again, I’ll be re-visiting these mechanics once again. Without doing a thorough analysis, I’d suggest (a) getting rid of the auto-kill climbing mechanic and (b) reducing the Athletics climb check difficulties by 1. Also: If the PCs make ANY attempt to gauge what they need to do to destroy the Liar (and they have the appropriate skills), I would make it clear what the trade-off is between going deeper and staying higher. After they’ve made the initial inquiry, I would also offer appropriate spends to give them specific number (the Liar’s inertia and/or the number of explosive charges required at each level of descent).

FINAL VISION: I’ve shifted the wording in the Final Vision provided by the Liar in order to obfuscate that it’s revealing the completion of a sacrifice. This is deliberate. I want to give the players a chance to discover that idea for themselves instead of having it handed to them. I think it makes for a more powerful “oh shit” moment. (It’s a problem if they don’t realize it, of course, but there’s a thematic Get Out of Jail Free card programmed into the final chapter of the campaign.)

PROP NOTES

DIORAMA: There’s a large number of “mystic paintings” in the diorama material for Thibet. I wanted to strongly instill the sense of Mt. Kailash (and its surroundings) as a holy place, so that the contrast between that and what’s lurking inside the mountain would be as large as possible.

You may also note that a large number of diorama elements actually feature Mt. Kailash. This presumes that, by the time the PCs are coming to Thibet, they already know that the Maw of the Mouth lies within the mountain. If they don’t know that — for example, if they’ve built up a theory that the Maw must be somewhere else in the region since the Emporium of Bangkok Antiquities didn’t find anything on the mountain — you’ll want to hold back those elements so as to avoid tipping your hand.

Eternal Lies - Thibet

Go to 3.2 The End

Eternal Lies – Yucatan

July 13th, 2015

Go to Eternal Lies: The Alexandrian Remix

Eternal Lies - Yucatan - Chichen Xoxul

Campaign NotesDioramaProps Packet

The Yucatan marks a shift in the organization of my notes for the campaign. Form, in this case, follows function. Whereas the other locations up to this point in the campaign are designed as mysteries (which are best handled by a node-based structure), in the Yucatan the PCs are primarily concerned with mounting an expedition to discover the lost ruins of Chichen Xoxul.

Therefore, the node structure is foregone and I’ve instead used a collection of sequences and locations to organize the material. The exception is minor miscellaneous investigations, research, and preparations that can be undertaken when the PCs first arrive in the Yucatan. (These have been grouped together as Prologue: Merida.)

This is one of my favorite sections of the campaign. And it was, in fact, while reading the conclusion of the Yucatan location that I became resolved to run the campaign. For the most part, I’ve merely contented myself with enriching and expanding the material (particularly around the mythology of Gol-Goroth), but there are a few key changes to keep an eye out for:

LOCATION OF CHICHEN XOXUL: In the original campaign, the location of Chichen Xoxul appears to be something of an open secret. (There even seems to be a standard location where people park their trucks before hiking out to see it.) That seemed a little strange to me, so I’ve made it a little more remote and I’ve made its location a little more mysterious. (The PCs still shouldn’t have any real difficulty finding it. There are, in fact, multiple ways for them to track it down. But hopefully it will feel like they’re actually tracking it down, and not just grabbing a brochure from the local tourist bureau.)

GOLXUMAL vs. GOL-GOROTH: In the original campaign, Golxumal is an alternative name for Gol-Goroth and also the name of the moon where the Xoxul live. Because I was working to incorporate global Gol-Goroth lore into the campaign, I decided to completely separate the two terms: Golxumal is the moon. Gol-Goroth is the Mythos god. (Although a few Western scholars do screw it up in the handouts.)

RESCUING FRANCISCO DE LA BELALCAZAR: I’ve specifically made it possible to rescue Francisco de la Belalcazar. (The PCs might manage to release him back into his own time, which could theoretically change history. More likely is that they’d bring him back to contemporary times, which could lead to an interesting interchange between Franscisco de la Vega and his distant ancestor.)

EXPEDITION GUIDELINES

I’ve added a set of detailed guidelines that will allow the players to actually plan their expedition. It’s nothing too extravagant and it shouldn’t turn your campaign of Lovecraftian horror into a session of Wilderness Expedition Logistics, but it should give just enough meat to give the PCs some meaningful decisions in Merida. The key elements are:

ORGANIZING: Any character with Outdoorsman can efficiently organize an expedition. Alternatively, a guide can be hired to provide the expertise. If not, add +1 to any Credit Rating spends associated with the expedition.

SUPPLIES: 1-point Credit Rating spend per week of supplies.

PORTERS: 1 porter per investigator and guide. For an expedition lasting longer than three weeks, double the number of porters. 1-point Credit Rating spend per porter. An Interpersonal ability is necessary to keep the porters well organized, although a guide will also generally take care of organizing the porters.

NAVIGATION: Outdoorsman can navigate to generally known locations. Local guides can provide guidance. For unknown locations, additional skills and/or spends may be necessary.

These costs can be reduced through the application of other skills (like Bargain, for example). Detailed notes are given in the prep notes.

MEETING GOL-GOROTH

At the end of the Yucatan location, the PCs have the opportunity to “meet” Gol-Goroth. In the published campaign, the initial moment of telepathic contact is a horrific experience during which Eternal Lies - Seal of GolxumalGol-Goroth goes rummaging through the minds of the PCs and they all collectively share a set of memories as he yanks them out to look at them.

And then I thought to myself: Wouldn’t it be cool if that’s how Gol-Goroth communicated? If he existed on such a completely different plane of existence that the only way for him to actually interact with a human being was by shuffling around their own thoughts?

In the end, I designed the encounter with Gol-Goroth around three techniques.

MEMORY MANIFESTATIONS: The investigators’ psyches are intermixed and tangled as Gol-Goroth paws through them. The idea that he’s attempting to communicate either comes from a gestalt of these memories or by transforming/combining them. (Go around the table and ask each player to share a memory of the specified type from their investigators’ past.)

VISIONS: Gol-Goroth simply shows them a vision of what he wants them to know.

APPROPRIATED BODIES: Gol-Goroth takes control of one or more investigators and speaks through them. (A technique I discovered during play – and which, therefore, isn’t represented in the remix notes – is to break up the declarations made through appropriated bodies and give them to each player to read aloud.)

As you’ll see in the remix notes, each major concept that Gol-Goroth wishes to communicate is packaged using some combination of these ideas. (And it’s actually quite trivial to improvise additional interactions if the players take the conversation in unexpected directions.)

My players encountered Gol-Goroth quite late in the campaign, which meant that the revelations of various memories and thoughts were a penultimate culmination of everything that these characters had experienced and a final exploration of all the aspects of them that had been developed through play. But the scene would probably play just as well near the beginning of the campaign (as a way of developing depth that would be explored through the rest of the campign) or the middle of the campaign (as a pivot point in that development).

PROP NOTES

PHOTOS OF THE SPAWN OF GOL-GOROTH: The idea here is that each player gets a different photograph of what the Spawn looks like without showing the other players. (Once the characters have a chance to compare notes, it’s fine if they flip the photos over.) This worked particularly well in my play-thru of the campaign because one of the PCs peeked around the corner, saw the Spawn eating corpses they had left on the Plaza, said “nope, nope, nope”, and skedaddled back to where the other PCs were waiting. The players thought the reason I handed her the photo face down was because they hadn’t seen the creature yet, so I got an inadvertent double whammy of having one of the players try to describe the horrible thing they had seen and then, later, revealing the “you all see something different” gimmick.

PHOTO OF THE PYRAMID: This is a really cool photo of a heavily overgrown Mayan pyramid. It is not, however, a perfect rendition of the pyramid at Chichen Xoxul. (Most notably, the backdrop behind the pyramid should be a thick and tangled jungle. It’s also a little too small, the structure on top isn’t quite right, and the observatory slits aren’t present.) Even while giving the proviso that “this photo isn’t 100% accurate”, I still found the photo an effective way to shake loose the popular image of modern Chichen Itza in the minds of my players and replace it with the image of a truly ruined complex. (This was important for me because I wanted to strongly contrast it with the image of an immaculate temple complex during the observatory sequence.)

I also used a small, miniature version of the Chichen Itza pyramid that I purchased while vacationing there about a decade ago. Having the 3D representation was a nice reference and then it lived on the gaming table for the rest of the campaign as another memento of their journey. The closest version I’ve been able to find online is a model kit of Kukulcan, which is really cool but considerably more expensive.

Eternal Lies - Yucatan

Go to 3.1 Thibet

Go to Eternal Lies: The Alexandrian Remix

Eternal Lies - Mexico City

Campaign NotesDioramaProps Packet

I’m afraid I need to preface the remix of the Mexico City locale with a hard truth: In my opinion, this section of the original campaign is a big mess. Despite some really interesting ideas (that are largely left undeveloped), it’s easily the weakest section of the entire campaign.

First, it’s heavily overwritten. There’s a lot of meandering about self-evident contingencies, but there’s also a lot of bizarrely out-of-place GM advice. For example: “Eternal Lies is performed on the soundstage of your imagination. It is not played out on location in Mexico City, 1937. When conjuring an imaginary Mexico City for your adaptation of Eternal Lies, remember that your dramatic interpretation of Mexico City must, foremost, serve your story.” At this point you’re 260 pages into the book and at least 6-8 sessions into the campaign. It feels really weird to be saying things like, “Hey! Remember that the thing you’ve been doing for the last two months is totally a work of fiction!” Or to say things like this: “Keep all of that in mind while you’re making choices for Gonchi, because when you’re playing the role of Gonchi, you’ve also got to be playing the part of the Keeper still.”

Ignoring the fact that I consider some of the advice in this chapter to be flat-out bad (like explicitly telling your players that a particular prop is really important, so they should make sure to pay attention to it), you’re still faced with the fact that it’s curiously banal.

Second, it’s structurally weak (featuring a long, tenuous string of linear clues with little redundancy and a lot of faith-leaping). It’s also structurally bloated. For example, when the PCs are trying to track down a band of musicians, there’s a sequence where they have to go to a bar, have a conversation with a specific NPC, then get invited to a party, have another conversation with that same NPC, and then finally get introduced to the band. Later they’re supposed to get captured by the bad guys and tossed down a pit lined with mouths. Then they’re supposed to walk across a room and fall down ANOTHER pit with a Mouth in it.

You’ll note that these curious redundancies are absent from the remix: The bar and the party are conflated into a single interaction. And there is only one mouth-filled pit in the bad guys’ lair.

Third, speaking of mouth-filled pits, the conclusion is a bit of a disaster: In order to play out as written, it requires the PCs to be captured and thrown into the oubliette. But there’s no reasonable way to actually arrange for their capture. The scenario then explicitly breaks the normal rules for handling Stability checks, implementing a custom system which is impossibly brutal and essentially guarantees that the PCs will be wiped out.Eternal Lies - Mexico City - Elena Alcatruz The author then seems to realize he’s made a mistake, because he includes an entire section dedicated exclusively to discussing how to railroad the PCs back out of the trap you’ve railroaded them into in order to avoid the inevitable TPK.

Fourth, there’s Elena Alcatruz. I thought about renaming her Mary Sue, but that felt a little too on the nose. Elena is this completely inconsequential and irrelevant character who is stunningly beautiful, utterly charming, versed in every subject the PCs are interested in, and literally the most amazing person they will ever meet. She receives the largest write-up of any NPC in the entire campaign (including three unique, detailed outfits), it’s suggested that one of the PCs should fall in love with her, and “if the Investigators (or their players) look forward to seeing her again in a future scene, you’re playing her just right.”

As a result of all this, Mexico City is probably the most heavily altered location in my version of the campaign: Entire scenes have been dropped, clues have been added and many have been redirected. It’s the only location where I recommend laying the book aside during the game and running strictly from the remix notes.

PROACTIVE NODES

One thing that will probably leap out at you about Mexico City is the large number of proactive nodes. When you’re running the location, don’t lose track of these: There are five proactive nodes and some of them (like Gonchi Del Toro or Brooks’ thugs) can even be used multiple times. Given that there are only eight static nodes (and three of those already include variations of the thugs in their own right), you won’t want to wait for the PCs to settle in before hitting them with the proactive stuff.

In many ways, these proactive nodes are the defining characteristic of the Mexico City location and set it apart from the other cities of the cult: Brooks has eyes and ears everywhere (and many of them are watching each other). Between Gonchi, the thugs, the birds, a second round of thugs, the shooter in Node 3, and then the thugs who attack La Paz, the entire city should pretty much just scream Brooks’ paranoia.

DE LA LUZ SONGS

One new addition to the Mexico City location that I’d like to call particular attention to are the additional De La Luz songs I developed: In the original campaign, there’s only one recording of Leticia de la Luz and its effect is fairly minimal. To this I’ve added “Cancion del Cuco”, “Armonia de los Dioses”, “Caricia de los Labios”, and “Grunido de la Montana”. Each of these has their own unique effect, which is summarized on a reference sheet (pg. 5 of the remix notes).

The conclusion of the Mexico City location, instead of being based around the oubliette, is instead based around Leticia de la Luz and the Major Mouth influencing the PCs through the alternating use of different songs. There’s no specific script for this: Play it by ear (pun intended) and keep switching the songs up while using them to best effect.

PROP NOTES

A LOVE POEM FOR LETICIA: I’m particularly satisfied with how this creepy-as-hell poem turned out. I’ve included a file for printing a 5.75″ x 4.5″ envelope. The poem is designed to be printed on matching stationary, but it’s relatively easy to print it on any size paper and trim it down. (You can skip the envelope, but note that it’s the primary clue here: The return address points to Brooks’ penthouse.)

LA PAZ MATCHBOOK: Print this onto cardstock and then cut it down to the size of a matchbook cover. It’s then relatively easy to rip the cover off a book of matches and staple the new cover on to replace it. A text file included in the props packet gives the address you’re supposed to write inside: La Cruz 29, 3°, 18. (That’s how addresses work in Mexico: It means #29 on La Cruz street, 3rd floor, Unit 18.)

LINER NOTES FOR THE NEW ALBUM: Separate files are given for the front and back of this handout. As detailed in the included text file and the scenario notes, there’s a crytography key that you can give to someone making a Cryptography spend. That should give them enough information to translate the text.

PHOTO OF DOMINGUEZ AND HIS CREW: Here, again, there’s a text file noting what needs to be written on the back of the photo.

VICTOR CORTEZ BUSINESS CARD: These are designed for 8471 Avery Business Cards. (You could also print them on cardstock and cut them down to business card size.) I filled the whole sheet with them because… well… why not? And then I developed the idea of Cortez compulsively handing them out to everyone he talks to.

Eternal Lies - Mexico City - Aztec Mural

Go to 2.5 Yucatan

Eternal Lies – Malta

June 22nd, 2015

Go to Eternal Lies: The Alexandrian Remix

Eternal Lies - Malta

Campaign NotesDioramaProps Packet

A key thing to note for Malta in the Alexandrian Remix: This is the primary location for learning that the Rift of the Maw only opens under a new moon in a cloudless sky. In the adventure as written, this information is frequently accompanied by people also telling you that the Rift of the Maw is located in a mountain. If you want the remix to work the way it’s supposed to, it’s really important that you DON’T mention anything about a mountain in Malta. In the remix, nobody in Malta knows where the Rift is (and, in fact, quite a few people would like to figure it out).

Beyond that, you won’t find a lot of big, glaring changes in the Malta location. What the remix mostly does is beef up the clues to make the location a little more robust.

NECTAR TRADE: The most notable way I accomplished this was to add an active Nectar trade to Malta. In the published campaign, Montgomery Donovan is keeping Nectar off the streets of Malta in order to keep the local authorities off his back. I decided to go a different direction because (a) it gives the PCs a different avenue for cracking the local cult; (b) it makes Bangkok the only cult location where you can’t find Nectar on the streets (which thematically strengthens Savitree’s cautious isolationism); and (c) I had a couple of cool ideas for what the local Nectar trade might look like (which is where the Parkies and the Faldetta Peaches come from in the remix).

SIR GODFREY WELLES: Conversely, I dialed back the amount of information that Sir Godfrey Welles can provide. He’s got enough to point the PCs in the right direction (and a few wrong directions), but I’ve stripped him of his encyclopedic knowledge of what’s happening.

CATACOMBS: The other major change can be found in the catacombs beneath Malta. There’s some extra flavor down there, but if the PCs are being guided by Sir Godfrey they’re no longer at risk of running into booby traps. I’ve also added a robust mechanical structure for PCs who end up stumbling around blindly in the catacombs. (This also gives the PCs a more active way of finding Sir Godfrey, although he’s still most likely to pop up as a friendly and unexpected ally.)

DONOVAN’S TOWNHOUSE: In the original campaign there’s a discrepancy between the map of Donovan’s townhouse and the description of the townhouse. I’ve changed the map key to fix that.

PROP NOTES

Nectar Shipping Schedule: As noted in the PDF, you’ll need to shift the dates on this prop depending on when the PCs actually arrive in Malta. I’ve included a Word document of the prop and the necessary font so that you can do that.

Donovan’s Spell to Open the Sky: Note that this reference sheet can’t be used interchangeably with other locations where this spell can be gained throughout the campaign. (This copy includes notes in Donovan’s handwriting and particular to how he discovered it.)

Eternal Lies - Arriving in Malta

Go to 2.4 Mexico City

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