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The Dungeon Under The Mountain Rooms & Encounters - Midnight Theatre

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103 views11 pages

The Dungeon Under The Mountain Rooms & Encounters - Midnight Theatre

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annika.glaser113
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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UNDER

THE DUNGEON

room 31
MOUNTAINTHE

1st level
Midnight Theatre


OPEN GAME LICENSE Version 1.0a Midnight Theatre
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc
(“Wizards”). All Rights Reserved.
Written by Mike Ring
1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed Open Game Graphic Design by O’Bully
Content; (b)”Derivative Material” means copyrighted material including derivative works and translations (includ-
ing into other computer languages), potation, modification, correction, addition, extension, upgrade, improve-
Cartography by Mario Barbati
ment, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) Artwork by O’Bully, Daniele Bigliardo, Paul
“Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute;
(d)”Open Game Content” means the game mechanic and includes the methods, procedures, processes and routines Daly.
to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any Software Authoring by Anna Fava
additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this
License, including translations and derivative works under copyright law, but specifically excludes Product Identity.
(e) “Product Identity” means product and product line names, logos and identifying marks including trade dress; Requires the use of the Dungeons & Dragons®
artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork,
symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual Player’s Handbook, Third Edition, published by
or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, Wizards of the Coast®
likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abili-
ties or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified
as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) Dungeons & Dragons® and Wizards of the Coast®
“Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or are Registered Trademarks of Wizards of the Coast,
its products or the associated products contributed to the Open Game License by the Contributor (g) “Use”, “Used”
or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of and are used with Permission.
Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement.

2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Every Reference to other copyrighted material in no
Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Con- way constitutes a challenge to the respective copyright
tent that you Use. No terms may be added to or subtracted from this License except as described by the License itself.
holders of that material.
No other terms or conditions may be applied to any Open Game Content distributed using this License.

3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. A) The following elements in this book is hereby
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, designated as open game content, in accordance with
worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content. the open game licence:
5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You
represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights 1- All Monsters, stats and description
conveyed by this License.

6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the B) the following elements in this book are hereby
exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, identified as “product identity”:
and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any
original Open Game Content you Distribute.
1- All not mentioned at the point “A”
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility,
except as expressly licensed in another, independent Agreement with the owner of each element of that Product 2- Øone Roleplaying Games identifying marks and
Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in product titles.
conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agree-
3-All artwork, maps and graphic design.
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Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity
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are distributing are Open Game Content. permission of the copyright holder is expressly for-
9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use bidden, except for the purpose of reviews.
any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed
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‘D20 System’ and the ‘D20 System’ logo are Trade-
10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You marks owned by Wizards of the Coast and are used
Distribute.
according to the terms of the D20 System License
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any version 3.0. A copy of this License can be found at
Contributor unless You have written permission from the Contributor to do so.
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12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to
some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not
Use any Open Game Material so affected. Product Code: UNDRE004
First edition: February 2006
13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure
such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this
License.

14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to
the extent necessary to make it enforceable.

15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
System Rules Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip
Williams, based on original material by E. Gary Gygax and Dave Arneson.
The Dungeon Under The Mountain and Midnight Theatre © by Øone Roleplaying Games Øone Roleplaying Games
Some artwork copyright Paul Daly, used with permission. www.Øonegames.com
master@Øonegames.com
Welcome

What is this Product Monsters will scale, DCs will The smaller map features the “Rule
change, traps and behaviors of the the Dungeon” button. Clicking this
This product contains one room
villains will change, according with the button, you can customize the map by
or one dungeon -based encounter.
level of play you choose. opening or closing the doors, remov-
All the rooms featured here are taken
ing the furniture or removing the fill
from one of The Dungeon Under
Nevertheless, this is not all. in the walls and more, depending on
the Mountain products, available at
the room’s layout. All the choices
www.0onegames.com, although these
Beside each paragraph you will made on the smaller map are reflected
products are not necessary, since the
find the same button found before, on the larger one.
encounter can be adapted without ef-
but much smaller. This button allows
fort to any existing dungeon.
you to change only the appropriate The Background
paragraph. Therefore, if you need The Dungeon Under the Moun-
How to
stronger monsters in your low-level tain is a massive dungeon complex
Use this Product encounter, you can adjust them and extending endlessly below the ground.
This product takes advantage from use mid-level monsters instead of In a remote past, ancient evil beings
the PDF technology, joining old-fash- low-level ones. Likewise, if you want dwelled in the area. Now, the remain-
ioned style with the most advanced traps tougher, just click on the para- ing of these mysterious evil beings
electronic features. In order to use this graph button and change the level of have seized the dungeons and filled it
product you must use Adobe Acrobat the traps paragraph. Blank spaces, due with deadly traps and monsters. Also,
6 or later. to different text lengths, will be filled many known villains have established
with placeholder artwork, so you will their strongholds in the depths of The
This product has been designed have a good-looking page. Dungeon Under the Mountain. No-
to help busy referees in preparing
body knows why this dungeon is filled
dungeon adventures and encounters. Finally, a paragraph called “Person- by danger, but nobody cares, since this
Instead of wasting time scaling the al Notes” is left blank. This paragraph dungeon is the most prized adventure
encounters and adapting them to your features a text field you can fill with ground of the world. However be
party, here you will find a pre-scaled your notes about the encounter, sim- warned, adventurers, your life will be
encounter suitable in three different ply click and write. not easy here and dozens of self-call-
versions (for low, mid and high level The document saves automatically ing heroes never returned from the
of play). At the beginning of the en- the notes when you close it. In order Dungeon Under the Mountain!
counter text, you will find a big button to recall the notes present on a docu-
like this. ment you must choose “Load Notes”
from the paragraph button. Note that
if you load the previous notes they will “You Have Been
override the notes you are writing
25,% The buttons will not be printed.
Warned”
4(%
$5.'%/. The Maps
Those familiar with The Dun-
geon Under the Mountain products
will found the maps easy to use. The
product comes with two maps of the
room. A smaller version of the map
By clicking on this button you can
is intended for the referee; the second,
choose which level want to play (low,
larger one, may come split in more
medium, high). When you have made
than one sheet and it is intended for
your choice all the relevant portions of
miniature play.
the text will change accordingly.


UNDER THE DUNGEON

room 31
MOUNTAIN THE

1st level
Midnight Theatre

UNDER DUNGEON
RULE
THE
escaped destruction. Above its vast and Common, so they have never con-
THE varicolored keyboard, long pipes crawl versed, but after their long interment,
DUNGEON!

MOUNTAIN THE in a twisted mass toward the ceiling. To they share the same goal: releasing the
the north is a semicircular mural sur- Voice of Gloom from its chamber (see
rounded by a ring of splinters that were below) in order to relieve their eternal
once chairs. boredom. They no longer care about
Midnight Theatre self-preservation, just excitement, and
(Level 1, Room 31) engaging the PCs in combat would be
Room Description
an ideal way to end their existence.
Background for the Referee
and Lead-ins The groaning melodies of Keph- When the party arrives, the golem
rane’s golem, which he named the stands behind the mural, and Mu-
Long ago, the sorcerer Kephrane
Voice of Gloom, inspired him to build lurku and Zalibel address the char-
yearned to showcase his trophies, the
a music-themed room for his creation. acters through cracks in the mural
preserved remains of monsters he had
The pipe organ controls four secret wall. They hope to teach the PCs how
killed. To easily display them to others,
compartments, but those who tamper to use the organ to open the room’s
Kephrane selected the corpses’ most
with it unleash monsters to protect the locked compartments. The characters
frightening features, then sliced up the
sorcerer’s collection. PCs who learn to may find their words difficult to un-
bodies and stitched them together as a
play the organ may claim Kephrane’s derstand, however, given that centu-
single creature—a bizarre and hor-
treasure. ries of loneliness have driven them
rifying golem. He found his creation
more than successful; the union of the insane. Still, the personalities can offer
Voice of Gloom: The flesh golem vital clues if the party listens closely
golem’s harpy chest and throat with a
is built of monstrous parts. Its core is (see Roleplaying Tactics).
destrachan’s sonorous head produced
the naked torso of a harpy. Her throat
a unique music that so affected Keph-
meets the dead flesh of a destrachan’s Recharge Chamber: The mural
rane that he made the golem warden
large head, its mouth fixed open. depicts an orchestra of monstrous
of a special vault. The sorcerer filled
The harpy’s wings are replaced with musicians of various races, harpies
the chamber with musical treasures
the hairy arms of a satyr, whose legs and satyrs the most humanoid of the
acquired during his long adventur-
connect below the harpy’s thighs to troupe. The mural is also a door; the
ing career. He called it the Midnight
form long, triple-kneed legs. A third semicircular wall can be lowered into
Theatre for the dark performances
set of limbs dangles long and rubbery the floor to reveal a hollow space
his creation put on within, and the
from the midsection. A black cloak is behind it. The golem waits inside,
golem’s odd mixture of voices haunts
grafted to the golem’s shoulders, and standing next to a thick lever built into
the room still.
a fanged mouth on the back of the the back wall. Kephrane called this
cloak moans softly when the creature room the “recharge chamber,” because
Room Environment moves. pulling the lever causes the mural to
Lighting: None. rise (sealing the room) and a blast of
Terrain: Normal. The ceiling The magic that animated the flesh electricity to wash over anyone behind
reaches 20 feet. golem also preserved the minds of it. The electricity heals the golem’s
several of the creatures built into its wounds, and it has been programmed
Room Description body. The golem itself remains mind- to retreat into the chamber when
for the Players less, and these personalities cannot reduced to half its hit points.
affect its actions. They can speak inde-
At the tunnel’s end is an empty
pendently, however, and are respon- When the switch is pulled, the
suit of armor posed with its arms
sible for the golem’s musical ability. mural-wall rises immediately, throw-
swept toward the entrance as though
welcoming you in with a bow. The ing or crushing any creature on top.
The two surviving personalities Those creatures then fall either inside
corridor leads to a large room scattered
are the cloaker, Mulurku, and the the chamber or out of it (their choice).
with fragments of brass horns and
harpy, Zalibel, who speaks through Just before the next turn of the crea-
other instruments. Only the enormous
the destrachan’s mouth. Mulurku ture that pulled the switch, everyone in
pipe organ opposite the entrance has
speaks Undercommon, and Zalibel the chamber suffers a jolt of electricity,

UNDER THE DUNGEON

room 31
MOUNTAIN THE

1st level
Midnight Theatre
RULE
and then the wall lowers. If the switch THE
DUNGEON!
Combat Tactics fies a tune, the clues sound like “green
is held continuously all that time, the [high] key, last red key, bottom gold key,” or
wall does not lower, and the electricity A black pudding created by the or- “third white twice, then big black key.”
trap fires each round until the switch gan forms after one round and attacks
is released. The golem only holds the mindlessly. If the Voice of Gloom is Zalibel: The harpy�����������������
whispers to the
switch if it is alone in the chamber. The released, it attacks the nearest crea- PCs, her voice deep and echoing but
Traps section describes the composi- ture in melee, but it retreats to heal distinctly feminine. Zalibel claims she
tion of the mural wall, in case a crea- itself if wounded to half its hit points. wants to help the party find the magic
ture tries to break through it. When the golem is inside the recharge items in the room. She gives her name
chamber, it must squeeze (–4 penalty if asked. She also hints about playing
The recharge chamber initially on attacks rolls and AC). The golem the organ, and she identifies a specific
stands closed because Kephrane has a chance each round to go berserk, tune by singing it when asked by a
“locked” it using the organ. When and if it does, it cannot follow the character making a succesful interac-
“unlocked,” the chamber’s default command to heal itself. The golem’s tion check.
state is open; only pulling the lever or choker components give it an extra
relocking it causes it to close. standard or move action each round. RULE
THE
DUNGEON!
Relevant Skill
Organ: The pipe organ in the
Checks
Each fight with an elder black pud-
southwest corner has many keys that [high]
ding is EL 12. The combined challenge
open the room’s locked compart- Bluff/Diplomacy DC 16 to
of the golem and traps is EL 15.
ments when played in the right order. make the personalities describe a
Unfortunately, playing the wrong keys tune, usually in an enigmatic way. The
Roleplaying Tactics description corresponds to one of the
causes slime to spray from the organ’s
pipes. The slime pools together over Roleplaying in this encounter does four correct tunes and gives a character
the course of one round, forming an not depend on the party’s level, except playing the organ a +2 circumstance
ooze creature after that time. for the skill checks needed to succeed bonus on his Perform check.
(see Relevant Skill Checks). The two Bluff/Diplomacy DC 21 to
There are four tunes that open the personalities respond to characters make the personalities identify one
room’s compartments, one lilting, using the Diplomacy skill to befriend of the four correct tunes. This gives
one mysterious, one mournful, and them or the Bluff skill to make them a character playing the organ a +5
one thundering. Simply examining the believe the speaker wants to free them. circumstance bonus on his Perform
organ may offer clues of its purpose To gain the party’s trust and get them check.
but provides no hint as to which to lower the mural, they try to reveal Bluff/Diplomacy DC 21 to
keys to play. The party must gain this the tunes in the following order (un- make a personality reveal additional
information from the only ones who less persuaded to reveal a different information.
know, the personalities embedded tune): mysterious, lilting/mournful, Disable Device DC 30 to raise
in the flesh golem (see Roleplaying and thundering last. or lower the charging chamber door.
Tactics). Knowledge (arcana) DC 19 to
Mulurku: Mulurku
���������������������
moans softly� understand the organ’s basic function:
in Undercommon�������������������
, sounding like an the right tunes open things, while
otherworldly wailing. If���������������
none of the pressing other keys trigger traps.
PCs knows the cloaker’s language, it Knowledge (religion) DC 22
soon shuts up. At any sign of agitation to recognize the misshapen trumpet as
in the harpy’s voice, Mulurku wails a trumpet archon’s property.
incomprehensibly. If a character speaks Open Lock DC 35 to unlock the
Undercommon, the cloaker can secret door.
identify the correct keys to push based Perform (keyboard instru-
on their color; the golem often faced ments) DC 21 to play a correct tune
away from the organ while its master on the organ.
played, so Mulurku got a good view Search DC 30 to locate the secret
of the keys. When the cloaker identi- door.


UNDER THE DUNGEON

room 31
MOUNTAIN THE

1st level
Midnight Theatre

Search DC 40 to find the satyr’s of stone fall to the floor (an illusion). points. A pudding with less than 10
pipes unassisted by the organ. A small niche holds pipes of pain. hit points can’t be further split.
Sense Motive DC 22 to detect The pipes have no magic aura until
the personalities’ secret motives in as- removed from the niche. Voice of Gloom CR 14
sisting with the organ. Advanced flesh golem with choker
RULE Mournful Tune: The suit of armor arms*
Traps, Mechanical
THE
DUNGEON!
near the entrance straightens, opens N Huge construct
Devices, Doors, and a compartment in its breastplate, and Init –1; Senses darkvision 60 ft., low-
Objects Statblocks withdraws a long, misshapen trumpet. light vision; Listen +0, Spot +0
It holds the trumpet to its faceplate --------------------------------------------------
[high]
and emits a wretched squeal. The AC 20, touch 7, flat-footed 20
Rising Floor Trap: CR 10; hp 188 (27 HD); DR 5/adamantine
mechanical; touch trigger; automatic trumpet was stolen from a trumpet
Immune magic; construct traits
reset; DC 25 Reflex save avoids; floor archon long ago and is useless to any-
Fort +9, Ref +8, Will +9
moves up (16d6, crush); multiple tar- one but its owner—who would love to
gets (all targets in a 5-ft.-wide circular have it back.
Spd 30 ft.
band); Search DC 25; Disable Device Melee 2 slams +29 melee (3d8+11) and
DC 30. Market Price: 50,000 gp. Mysterious Tune: The secret door
2 tentacles +24 (2d6+5)
opens. Space 15 ft.; Reach 15 ft. (20 ft. with
Chain Lightning Trap: CR 10; RULE
THE
DUNGEON! Monsters and tentacles)
magic device; proximity trigger (alarm); Villains Statblocks Base Atk +20; Grp +39
automatic reset; spell effect (chain light- Special Atk berserk
[high]
ning, 15th-level wizard, 20d6 electricity
Elder Black Pudding CR 12 Abilities Str 32, Dex 8, Con —, Int —,
to largest target plus 10d6 electricity to
N Gargantuan ooze Wis 11, Cha 1
each of up to twenty secondary targets,
Init –5; Senses blindsight 60 ft.; Listen SQ immunity to magic, quickness
DC 19 Reflex save half damage); Search
–5, Spot –5
DC 31; Disable Device DC 31. Cost
60,000 gp, 4,800 XP. Berserk (Ex): When a flesh golem
AC 1, touch 1, flat-footed 1 enters combat, there is a cumula-
hp 290 (20 HD) tive 1% chance each round that it
Wall of Force: 1 inch thick, Immune ooze traits
Hardness n/a, hp n/a, Break DC n/a. goes berserk, attacking the near-
Fort +15, Ref +1, Will +1 est living creature or smashing
A permanent illusory wall (CL 20th)
some object smaller than itself if
makes the wall opaque (Will save DC Spd 20 ft., climb 20 ft. no creature is within reach, then
16 negates if interacted with). Melee slam +19 (3d6+12 plus 3d6 acid) moving on to spread more destruc-
Space 20 ft.; Reach 20 ft. tion. The golem’s creator, if within
Base Atk +15; Grp +35
RULE
THE
DUNGEON! Treasures and XP 60 feet, can try to regain control by
Special Atks acid, constrict 2d8+12 speaking firmly and persuasively to
[high]
plus 2d6 acid, improved grab the golem, which requires a DC 19
Thundering Tune: Unlocks (or
locks) the recharge chamber. This ac- Charisma check. It takes 1 minute of
Abilities Str 26, Dex 1, Con 28, Int —, inactivity by the golem to reset the
tion leads to combat as noted above, Wis 1, Cha 1
but the chamber also contains treasure: golem’s berserk chance to 0%.
SQ split Immunity to Magic (Ex): A flesh golem
a chime of interruption and a cymbal Skills Climb +16 is immune to any spell or spell-like
of blasting (functions as the horn). The
ability that allows spell resistance,
instruments rest on shelves above the Acid (Ex): Weapons striking the ooze except as follows. A magical attack
blast area of the lightning, but if the must make a DC 29 Reflex save or that deals cold or fire damage slows
golem goes berserk and sees no other be destroyed. The pudding deals 21 a flesh golem (as the slow spell) for
targets, it could smash the treasure. points of damage per full round of 2d6 rounds, with no saving throw. A
contact to non-stone items. magical attack that deals electricity
Lilting Tune: Pan pipes sound from Split (Ex): Slashing and piercing damage breaks any slow effect on
the mural. A crack widens around one weapons split a pudding into two the golem and heals 1 point of dam-
of the carven satyr’s hands, and bits puddings with half the original’s hit age for every 3 points of damage

UNDER
THE DUNGEON

room 31
MOUNTAINTHE

1st level
Midnight Theatre
RULE

the attack would otherwise deal. It Personal Notes


THE
DUNGEON!

gains any excess hit points as tem-


porary hit points. A flesh golem gets Write here your personal notes
no saving throw against attacks that
deal electricity damage.
Quickness (Su): Although not par-
ticularly dexterous, the golem is
supernaturally quick. It can take an
extra standard action or move ac-
tion during its turn each round.
*The choker arms give it two tentacle
attacks and the choker’s quickness
special quality. These improvements
increase the flesh golem’s CR by 2.

Designer’s Notes
This encounter provides a mix of
combat and roleplaying. Rogues will
have a hard time in combat because
none of the enemies are vulnerable
to sneak attack, but a rogue skilled at
conversation may be able to circum-
vent fighting the lesser ooze foes.
Bards will see even greater success, us-
ing their Perform skill to supplement
their talking skills.

Author’s Bio
Mike Ring designs and edits d20
products and lately plays a lot of Mag-
ic. His web page lists his full credits
and contact information: http://home.
comcast.net/~michaelring.


UNDERTHE DUNGEON

room 31
MOUNTAIN THE

1st level
MIDNIGHT THEATRE (DM REFERENCE)

one square = 5 ft.

RULE
THE
DUNGEON!
Midnight Theatre (battlemap 1 of 2)

UNDER THE DUNGEON

MOUNTAIN THE

© Øone Games, permission granted to print for personal use only


Midnight Theatre (battlemap 2 of 2)

UNDER THE DUNGEON

MOUNTAIN THE

© Øone Games, permission granted to print for personal use only


W EARE
STOCKING
THEDUNGEON!

RULE THE DUNGEON© Feat


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