The Journal of Dinnivan d'Sivis

This is an in character journal of a Dungeons and Dragons Eberron campaign known as "The Shattergate Cycle" as written by Dinnivan d'Sivis.

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Location: Urik, Dark Sun

I have been DMing off and on since 1979.

Saturday, December 01, 2007

Dinnivan level 12

Dinnivan d’Sivis Tomebinder
Rock Gnome 12th character level, 3rd level Archivist, 3rd level Wizard (1st Gnome Illus. Racial Sub. Level), 6th level Mystic Theurge
Lawful (85) Good (94) Birth Date 892 Rhaan 12th
Stats
S 6 (-2)
D 10 (0)
C 16 (+3)/18(+4)
I 21/23 (+5 bonus spells 2/1/1/1/1)/(+6 bonus spells 2/2/1/1/1/1)
W 17 (+3 bonus spells 1/1/1)
Ch 11 (0)
AC 15/19G (+1 size +3 armor +1 ring) hp 94 (rolls 6,4,3,6,5,4,3,4,2, 4,3,2) Speed 20’Action Points 11 (2d6)
Experience Points 68,306/78,000
Melee attack: dagger +2 (-2 str, -2 flaw, +1 size, +5 wiz,,arch,mystic) damage 1d3-2 19-20/x2
+4 vs. kobolds and goblinoids
Missile attack: Crossbow or rays +4 (-2 flaw, +1 size, +5 wiz,,arch,mystic)
Saves
Fort +11/+13 vs. illusion (+4 con, +3 Archivist, +1 Wizard, +2 Mystic Theurge, +1 Cloak)
Reflex +5/+7 vs. illusion (+1 Archivist, +1 Wizard, +2 Mystic Theurge, +1 Cloak)
Will +15/+17 vs. illusion (+3 wisdom, +3 Archivist, +3 Wizard, +5 Mystic Theurge, +1 Cloak)
Skills (48 points Archivist, 18 wizard, 39 Mystic Theurge)
Listen +5 (+3 wisdom +2 gnome 0 ranks)
Craft: Alchemy +10 (+1 rank +6 int +2 gnome +1 specialized)
Profession: Scribe +5 (+3 wisdom +1 rank +1 specialized)
Healing +7 (+3 wisdom +4 ranks)
Decipher script +11 (+1 rank +6 int +2 archivist +2 Sivis Dragonmark)
Speak Language: Goblin (2 skill points but 1 rank)
Hide +8 (+4 small +4 ranks)
Speak Language: Orc (2 skill points but 1 rank)
Knowledge Nature +11 (+5 ranks +6 int)
Knowledge Dungeoneering +16 (+6 int +10 ranks) Aberrations (2 cross class)
Knowledge Planes +15 (+6 int +9 ranks) Outsiders and elementals
Knowledge Arcane +21 (+6 int +15 ranks) Magical Beasts
Knowledge Religion +23 (+6 int +15 ranks +2 archivist) Undead
Concentration +19 (+4 con +15 ranks)
Spell craft +23 (+6 Int +15 ranks +2 synergy w/ know. arcane)
Bluff +0 (½ rank, +0 char) 1 cross class
Swift Concentration (2 points) 1/encounter maintain concentration as swift action
Collector of Stories (2 points) 1/encounter +5 to know creature powers or vulnerabilities
Feats
Free- light armor and simple weapons
Free- Scribe Scroll
Flaw- Practiced Spell caster (caster level is as character level)
Flaw- Sivis Dragon Mark (comprehend languages 1/day +2 decipher script)
1st Trivial Knowledge (2 dice rolls knowledge checks)
3rd Spell Focus: illusion
6th Improved spell focus
9th Touch of Healing (3hp/spell level reserve cure in healing per round, 50% max)
12th Craft Wand (750gpxspell level x class level)
Flaw
Non-combatant (-2 melee)
Shaky (-2 ranged)
Traits
Specialized (+1 alchemy -2 all other crafts)
Specialized (+1 Scribe -2 all other professions)
Languages
Gnome
Common
Burrowing Mammal
Dwarven
Elven
Draconic
Giantish
Orcish
Goblin
Racial Abilities
Low light vision
Innate Spells (at wizard level due to 1st level gnome illusionist racial substitution level):
1/day 1st level Speak with (burrowing) Animals, Ghost Sound, Dancing Lights, Prestidigitation
Class Features:
Archivist:
Dark Knowledge (4/day, move action, 60’, 1 minute, know roll 15=+1 attack, 25=+2 attack, 35=+3 attack)
Illusionist:
Shadow Shaper (hide is class skill but lose bonus feats)
Immediate Magic: Brief Figment int mod/day (immediate action, 1 mirror image, 1 round, but lose familiar)
1st level Gnome Illusionist Racial Substitution level: Gnome Illusion Spells:
gnome gains wizard level as level of racial spell-like abilities and -1 spell level on the following spells 0/1st Silent Image, Ventriloquism; 1st/2nd Leomand’s Trap, Minor Image; 2nd/3rd Illusionary Script, Major Image; 3rd/4th Illusionary Wall; 4th/5th Persistent Image; 5th/6th Programmed Image
But has penalty or -1 caster level on Transmutation spells (removed by Practiced Spell caster)
Archivist Prayer Book
0 All Clerical
1st Cure Light Wounds (1d8+5, will ½), Protection From Evil (1 min/L), Summon Monster I (25’+5/2L, 1 round, 1 round/L), Sanctuary, Hide From Undead, Resurgence (touch, 2nd save), Command, Summon Nature’s Ally I (25‘+5/2L, 1 round, 1 round/L, wolf), Entangle (400’+40/L, 40‘ radius, reflex for ½ move or held fast and DC20 strength or escape artist to move ½, unentangled must save each round), Night Shield (+1 saves 6th=+2 9th=+3, negates magic missiles) Obscuring Mist (20‘ 20% miss 5‘, 50% miss 10+, 1 min/L), Burning Hands (15’ cone, 5d4), Bless Water, Remove Fear, Good Berry, Pass without Trace, Hide from Animals, Repair Light Damage
2nd Lesser Restoration (3 rounds, cures 1d4 removes reduction), Silence (400+40/L, 20‘), Hold Person (100‘+10/L, 1 round/L), Cure Moderate Wounds (2d8+1/L), Summon Monster II (25’+5/2L, 1 round, 1 round/L, no more than 30’ apart, celestial bombardier beetle or celestial giant bee), Shield Other (25‘+5/2L, 1 hour/L, +1 AC & saves), Web (100+10/L, 20‘ radius, 10 min/L, reflex to get loose or stuck DC 20 str or 25 escape artist 2nd chance to get loose, those loose str check or escape artist to move DC 15= 5’ DC 20=10’ DC 25=15’ etc), Mirror Image (1 min/L, 1d4 images +1/3L, AC 11), Invisibility,
Invoke Cerulean Sign (30 spread, HD=2/L , 1 round each effect, Fort or HD>=L+10>=none, HD<=L+5 sickened -2 d20, HD<=L nauseated single move action, HD<=L-5 Dazed no action, HD<= L-10 stunned drops held no action -2 AC no dex) mark of varanth, Magic Missile, Remove Paralysis, Zone of Truth, Status, Bull’s Strength, Cat’s Grace, Bear’s Endurance, Scorching Ray, See Invisibility, Darkness, Heat Metal, Spiritual Weapon, Resist Energy, summon nature's ally II, summon swarm,
3rd Protection from Energy (10min/L, 12 damage/L), Magic Circle (10’, 10min/L), Cure Serious Wounds (3d8+1/L), Windwall ( range 100 +10/L, 10/L x 5/L, can be cylinder or rectangle), Lightning Bolt, Create Food and Water, Speak with Dead, Dispel Magic, Daylight, Plant Growth, Call Lightning, Magic Fang, Spike Growth, Summon Nature's ally III
4th Spell Immunity (10 min/L), Freedom of Movement (10 min/L, 4th level and lower, as spell resistance), Cure Critical Wounds (4d8+1/L), Death Ward, Restoration, Neutralize Poison, Icestorm, Flamestrike, Spike Stones, Summon Nature's Ally IV
5th Revivify (1 round raise, no level loss, -1 hp), Wall of Stone (5’ square per level 1 inch and 15hp/4L hardness 8, break DC 20+2 per inch/4L)
Archivist Spells Prepared 4/6/6/5/3/2 (caster level 12 save 16+ spell level or 19+ spell level Illusion)
0 level Cure Minor Wounds x4
1st Cure Light Wounds, Summon Nature’s Ally I, Entangle, Burning Hands, Night Shield, Obscuring Mist
2nd Silence, Web, Mirror Image, Summon Monster II, Hold Person, Cerulean Sign
3rd Magic Circle, Protection from Energy, Summon Nature‘s Ally 3, Spike Growth, Call Lightning
4th Spell Immunity, Cure Critical Wounds, Spike Stones
5th Wall of Stone, Revivify
Illusionist Spell Book (restricted: conjuration and necromancy, Transmutation caster at level -1)
0 all except conjuration & necromancy plus Silent Image (400+40/L, concentration) & Ventriloquism
1st Minor Image (concentration +2 rounds, 400+40/L), Color Spray (p 210, will neg, 15‘ cone, min stun 1 round), Charm Person, Magic Missile (100+10/L) Net of Shadows, Ebon Eyes (trans), Repair Light Damage (trans. 1d8+1/L-1), Disguise Self, Shield (1 min/L, +4), Reduce Person, Identify (casting 1 hour, 100gp pearl), Sleep, Shocking Grasp, Alarm, Power Word: Fatigue (RD p 115, 25‘+5/2L, <100hp, 1st -2 str&dex no run/charge, 2nd half speed -6 str&dex), Alarm, Detect Undead, True Strike, Tenser's Disk, Feather Fall
2nd Phantasmal Assailants (SC 25‘+5/2L, 8/4 wis&dex, 1st will 2nd fort), Flaming Sphere (reflex neg, 100+10/L, 30‘round, 1 round/L), Mirror Image (1 min/L, 1d4 images +1/3L, AC 11), Bull’s Strength (1 min/L), Resist Energy (10 min/L, -10 energy 9th -20 11th -30), Vertigo (PHB2 127, will neg, 25+5/2L, 1 round/L, no spell resistance, DC 10 balance fail by 5=prone, -2 attack and save, airborne +4 will & no balance), Snowball Swarm (SC p194, 2d6 reflex ½, 100’+10/L, 10’ burst), Levitate (25+5/2L, 100#/L, 1 min/L, -1/attack, 20‘ round), Protection from Arrows (1 hour/L, 10/magic, 10hp/L max), Invisibility, locate object, Touch of Idiocy, Continual Flame, Major Image, Illusory script, Owl’s Wisdom, Rope Trick, Detect Thoughts, Darkvision, Tasha’s Hideous Laughter
3rd Displacement (1 round/L) , Slow (will neg, 25+5/2L, 1 round/L, within 30, ½ move, -1 AC attack save, single action), Fireball (400‘+40/L, 20‘), Vertigo Field (100+10/L, 20’, 1 round/L, 20% miss, difficult terrain=double cost, Fort save each round or nauseated 1 round once only), Prismatic Mist (100+10/L, 30’ radius, 1 min/L, no spell resistance, 1: 1d4 fire 2: 1d6 acid 3: 1d8 electric 4: 1d4 str fort neg 5: slow 1 round will neg 6: confusion 1-10 normal 21-50 nothing 51-70 flee 71-100 attack nearest 7: dazed 1 round will neg 8: roll twice) on opponent‘s turn, Haste, Explosive Runes, Heroism, Rage, Suggestion, Leomund's Tiny Hut, Invisibility Sphere, Blink, Illusory wall, Lightning Bolt,
4th Shadow Conjuration (as phantom steed, AC 18/11, hp 2 20% of 8+1/L, move 20/L), Phantasmal Killer (100+10/L, will negates, fort 3d6), Wall of Fire, Improved Invisibility, Rainbow Pattern, Fire Shield, Confusion, Stoneskin, Globe of Invulnerability, Fire Trap, Dimensional Anchor, Persistent Image,
5th Shadow Evocation (4th level will save for 20%, still use other saves), Wall of Force (25’+5/2L, one 10’ square/L, 1 rd/L, no spell resistance)
Wizard (Illusionist) Spells Prepared ( caster level 8 except Transmutation level 7, 5/7/7/5/4/3 save 16+ spell level or 19+ spell level Illusion)
0 level Silent Image, Repair Minor Damagex4
1st Magic Missile, Repair Light Damage, Shield, Power Word: Fatiguex2, Disguise Self, Color Spray
2nd Phantasmal Assailants (Illus), Flaming Sphere, Vertigo, Levitate, Protection from Arrows, Mirror Image, Levititate
3rd Haste, Slow, Fireball, Prismatic Mist, Displacement
4th Confusion, Phantasmal Killer, Wall of Fire, Improved Invisibility
5th Wall of Force x2, Shadow Evocation
Encumbrance/Equipment (current 9)
Light <=15, Medium <=30, Heavy <=45
Spell Component Pouch 2 lbs.
Flame Touched Red Iron Holy Symbol 0 lbs
Scholar’s outfit (worn) 0 lbs
Everburning shuttered lantern 2 lbs (carried underground, surface in backpack)
Bracers of Armor +3 (worn)
Amulet of Health +2 (worn)
Headband of Intellect +2 (worn)
Heward’s Handy Haversack: 5 lbs total
Main Pack: Max 80 lbs - size 8 cubic feet (used 59.5 lbs)
Dagger 0.5 lbs
Charm of Balinor 0
Eberron Dragonshard (20 spell levels) 0 lbs
Coins in sack: 1 lbs
0 platinum pieces
88 gold pieces
0 silver pieces
0 copper pieces
Potion of Mage Armor 0 lbs
Potion of Displacement 0 lbs
Dragonshard of Aurion (500 spell levels all new spells here)
Right Pouch: Max 20 lbs – size 2 cubic feet (used 19.5 lbs)
Dinnivan 2 Spell Books 6 lbs
Spell book 3 lbs (100 spell levels total, 0=1, used=47)
Prayer book 3 lbs (100 spell levels total, 0=1, used=50)
Hobgoblin spell book : 3 lbs (1st-Level Spells Magic missile, shocking grasp, alarm, grease, mage armor, shield, sleep 2nd-Level Spells Ghoul Touch, Blindness/deafness, Web, Bull's Strength, Mirror Image 3rd-Level Fireball, Haste)
Dinnivan’s Journal 3 lbs
Letter of Introduction from Morgrave University 0 lbs
Scrolls (divine): 0 lbs
8 invisibility
Scrolls (arcane):
3 Net of Shadows
4 Haste
2 Invisibility
Map of Sharn 0 lbs
Traveling Papers 0 lbs
1 bedroll 5 lbs
Glamour Weave courtier outfit 2.5 lbs
Left Pouch: Max 20 lbs – size 2 cubic feet (used 20 lbs)
Rod of Shadow Blending (3/day)
Wands:
Wand of Dawn Burst (49 charges CM 101)
Wand of Magic Missiles L1 (46 charges)
Wand of Magic Missiles L5 (12 charges)
Wand of Repair Light Damage 0lbs (33 charges)
Wand of Repair Light Damage 0lbs (50 charges)
Wand of Shield Other 0 lbs (30 charges level 3)
Wand of Ebon Eyes (49 charges)
Wand of Net of Shadows (49 charges)
Wand of Cure Light Wounds (7)
Wand of Cure Light Wounds (50)
Wand of Cure Light Wounds (50)
Wand of Hold person (DC ?)
Wand of Lightning Bolts (L5 13 charges)
Wand of lesser Electric Orb L1 ranged touch (42)
Wand of Obscuring Mist (50)
Wand of Obscuring Mist (50)
Wand of Protection from Elements (21)
Healer Kit 1 lbs
140 arrows for Elarin 14 lbs.
1 bedroll 5 lbs
11 pearls for identification
Brief Personal History: Dinnivan’s parents (Filgin and Dolra) were moderately wealthy members of the dragon marked house Sivis prior to the inception of the last war. In the early years of the Last War Dinnivan’s parents served under a number of flags as a primary means of communication with the front lines. Their ultimate goal was to serve as a communication conduit between the various members of the Galfarian royal family in hopes that the war might end through negotiation, and this was how much of their time was spent, especially in their later years. Realistically such communication was employed to create and dissolve alliances and did little to bring the conflict to a conclusion, and perhaps even lengthened it. When Dinnivan was conceived, the gnome couple withdrew from involvement in the conflict in order to raise their son safely in Korranburg. However, as soon as Dinnivan was old enough to enter studies in the Korranburg Library, his parents resumed serving various members of the Galfarian royal family as communication specialists. This went on for a number of years during which Dinnivan graduated from the Library of Korranberg’s College of Tabernacles (religion and philosophy) and was retained to serve as assistant librarian. Dinnivan rarely saw his parents but they wrote him frequently. A week prior to the Day of Mourning Dinnivan received a letter from his parents telling him that they were in Cyre working for its Queen and that they would be coming home for a visit in two weeks. That was the last Dinnivan heard from his parents and therefore Dinnivan assumes they were slain in the Mourning. Furthermore nearly all of the family wealth disappeared with them. When the Last War finally ended Dinnivan decided to fulfill a life long dream and travel to Sharn to train under the House Phairlan illusionists.
Faith: Worships the Sovereign Host with special focus on Aureon (LN god of law, knowledge, lore, and magic) and his wife Boldrei (LG goddess of community, hearth, villages, homes, marriages, and government appointments)
Description:
Hair color- dark gray, Skin Color- light brown, thin arms and legs, small potbelly, Height 3’4’, Weight 46 lbs, Age 106
Wands to Purchase
Wand of Entangle, Wand of Power Word: word of fatigue, Wand of Bull’s strength, Wand of Invest Light Protection, Wand of power word pain
Feat Plans
9th level Craft Wand
12th Improved Spell Focus: illusion*
15th Elven Spell Knowledge
18th Draconic Archivist
21st Magic of the Land
Skill Plans
Bluff 4 ranks (level 17)
Use Magic Device 5 ranks (+2 synergy w/ spell craft to decipher spell scrolls)
Decipher Script 5 ranks (+2 synergy w/ use magic device involving scrolls)
Spell craft * ranks (+2 synergy w/ use magic device check when one rank in it)
Cleric Spells to learn from Cannith Scrolls: Repair Light Damage, Repair Minor Damage, Insight Of Good Fortune, Cloud of Knives, Wall of Fire (Fire Domain 4th)
New Spells to Learn at Korranseburg Library:
Power Word: Fatigue RD 115, Power Word: Pain RD116, Power Word: Sicken RD116, Dawnburst Dark Way (SC p58 for scrolls only)CM 101, Karmic Aura CM 108, Karmic Backlash CM 109, Truecasting CM 121, Dragon Eye Rune DM 66, Path of Frost DM 71, Soul of Order DM 73. Dark Way (SC p58 for scrolls only), Jet of Steam CM, Boiling Blood CM, Luminous Swarm CM, Spells for illusionist (restricted: conjuration and necromancy) True Strike, Feather Fall, Dispelling Touch, 1st/2nd Leomand’s Trap, Minor Image; 2nd/3rd Illusionary Script, Major Image;
Adept Spells for Archivist:
Level 3 spells
S. O. P.
1. When leaving dungeon Paz scouts exit to check for ambush.
2. If DM rolls attack roll and damage at same time Din will use immediate figment for every attack unless otherwise noted.
3. Din is always hiding in the shadows and moving silently unless the movement speed of the party prevents it.
4. At fancy parties Zed wears the backpack.
5. If I have an opportunity to learn new spells Din will always do so.
6. I carry Brianna’s staff and fog horn if she is some where safe and not with party.
The description of the Knowledge skill indicates that in general, the baseline DC of checks to identify monsters and remember one bit of useful information about their special powers or vulnerabilities is equal to 10 + the monster's HD. Every 5 points by which the check result exceeds the DC yields another useful piece of information (PH 78).
As a general rule of thumb, a DC 15 check or higher will reveal all of the base creature's type and subtype traits as defined in the glossary. This often includes information about energy resistance or various immunities. For instance, a DC 15 Knowledge (arcana) check reveals that dragons have high hit points (12-sided HD), all good saves, and have darkvision out to 60 feet and low-light vision. They eat, sleep, and breathe.
Information specific to the creature, such as its type of damage resistance, spell-like abilities, or immunities come with the high DC check results.
Celestial giant bee CR 1; Medium Magical Beast (Augmented,Extraplanar); HD 3d8 (Vermin) ; hp 13; Init +2; Spd 20, Fly, Good 80; AC:14 (Flatfooted:12 Touch:12); Atk +2 (1d4, Sting); SA: Poison (Ex) , Smite Evil (Su) ; SQ: Racial Traits: Vermin, Darkvision (Ex): 60 ft., Mindless (Ex), Immunity: Mind-Affecting Attacks (Ex), Resistance: Electricity (Ex): 5, Resistance: Cold (Ex): 5, Spell Resistance (Ex): 3 + 5, Resistance: Acid (Ex): 5; AL N; SV Fort +3, Ref +3, Will +2; STR 11, DEX 14, CON 11, INT --, WIS 12, CHA 9.
Skills: Spot +5.
Description: Although they are many times larger, growing to a length of about 5 feet, giant bees behave generally the same as their smaller cousins.
Combat: Giant bees are usually not aggressive except when defending themselves or their hive.
Special Attacks: Poison (Ex): Sting, Fortitude save (DC 13); initial and secondary damage 1d6 temporary Constitution. A bee that successfully stings another creature pulls away, leaving its stinger in the creature. The bee then dies.
Celestial giant bombardier beetle: CR 2; Medium Magical Beast (Augmented,Extraplanar); HD 2d8+4 (Vermin) ; hp 13; Init +0; Spd 30; AC:16 (Flatfooted:16 Touch:10); Atk +2(1d4+1, Bite); SA: Acid Spray (Ex) , Smite Evil (Su) ; SQ: Racial Traits: Vermin, Darkvision (Ex): 60 ft., Mindless (Ex), Immunity: Mind-Affecting Attacks (Ex), Resistance: Electricity (Ex): 5, Resistance: Cold (Ex): 5, Spell Resistance (Ex): 2 + 5, Resistance: Acid (Ex): 5; AL N; SV Fort +5, Ref +0, Will +0; STR 13, DEX 10, CON 14, INT --, WIS 10, CHA 9.
Description: These creatures feed primarily on carrion and offal, gathering heaps of the stuff in which to build nests and lay eggs. A giant bombardier beetle is about 6 feet long.
Giant bombardier beetles have no interest in other creatures. They normally attack only to defend themselves, their nests, or their eggs.
Combat: Giant bombardier beetles bite with their mandibles and spray acid.
Special Attacks: Acid Spray (Ex): When attacked or disturbed, a giant bombardier beetle can release a 10-foot cone of acidic vapor once per round. Those within the cone must succeed at a Fortitude save (DC 13) or take 1d4+2 points of damage.

wolf: CR 1; Medium Animal ; HD 2d8+4 (Animal) ; hp 13; Init +2; Spd 50; AC:14 (Flatfooted:12 Touch:12); Atk +2 base melee, +3 base ranged; +2 (1d6+1, Bite); SA: Trip (Ex) ; SQ: Scent (Ex), Low-light Vision (Ex); AL N; SV Fort +5, Ref +5, Will +1; STR 13, DEX 15, CON 15, INT 2, WIS 12, CHA 6.
Skills: Jump +9.
Feats: Track.
Description: Wolves are pack hunters infamous for their persistence and cunning.
Combat: A favorite tactic is to send a few individuals against the foe's front while the rest of the pack circles and attacks from the flanks or rear.
Special Attacks: Trip (Ex): A wolf that hits with a bite attack can attempt to trip the opponent as a free action (see page 139 in the Player's Handbook) without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf.

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