Tuesday, April 27, 2021

No post this week

This past weekend I ran the playtest campaign for my OD&D clone, Adventures in the Green  and had tons of writing necessary for that.  This week I'm getting the 2nd dose of the Covid vaccine on Tuesday (later today when this posts) and I have no idea what, if any, side effects I might get.  Therefore, I'm skipping posting this week just in case.

In the meantime, I've started posting thoughts on the changes/corrections/explanations I'm adding to the original version of D&D (the 1974 edition).  You can see my thoughts on phase spiders and a glimpse of the Combat Sequence over at Adventures in the Green.  Posts will appear there irregularly as I respond to the rules and the gaps therein.

I've completed Draft C of Book I: Characters.  I'll post a link to it in the sidebar here later this week.  [We of course found a typo when I handed Draft C to the playtesters last weekend so I have to fix that before posting.  Sigh.]


Later!

Tuesday, April 20, 2021

Ratpack – Shattered Star Book 2, Session 11

[Day 35 continues.  Deeper into the dungeon and we nearly lose half the party.]

[This game uses the Pathfinder 1E roleplaying game.  Game sessions happen once a week.  This session happened March 15, 2021.]

[SPOILERS!  If you are likely to adventure through the Shattered Star Adventure Path from Paizo, this campaign will be spoilers all the way down.]


Player Characters

Zitch Grimreaper – male ratfolk 5th level Witch with a donkey rat (capybara) familiar

Roscuro – male ratfolk 5th level Monk

Swamprover – female grippli 4th level Wizard

Marativy – female ratfolk 5th level Ninja


Via Roll20

Templeton von Trapp – male ratfolk 5th level Summoner (Synthesist)

Winston – male ratfolk 5th level Gunslinger


NPCs

Auto – a clockwork servant fixated on Winston

Gridik Stormstride – male blue kobold 2nd level Wizard (Invoker)

Mel Sharples  – male halfling Cook (Expert of unknown level)

Alice Hyatt – female halfling Bodyguard (Warrior of unknown level)

Flo’ Castleberry – female gnome Bodyguard (Warrior of unknown level)



Autumn

Day 35, Expedition Day 5

Afternoon

Needing some time to come up with a plan to destroy the clone in the sarcophagus, Roscuro asked Marativy to share what she found while scouting.  [See the end of last session for details.]  As both passages ultimately lead to the same underground “river”, the group decided to take the eastern [right-hand] passage and investigate the large door at the end of it.

At the end of this passage was a 20-foot tall door that was ten feet wide.  The door was covered in red metal panels, each one-foot square.  Each panel showed the same human woman performing a different magical ritual.  Swamprover believed that the rituals shown were binding rituals and they showed the woman [Sorshen, the Runelord of Lust] binding various demons [including cacodaemons, imps, and succubi] to various items.  One of them showed Sorshen binding a succubus into the monument where the Ratpack had fought the bitey-pinchy-bugs.  The door did not detect as magical and there was no obvious method for opening it.

While investigating the door, Marativy discovered that the panels depress slightly.  At a loss for what to do next, Roscuro suggested that Marativy take rubbings of the panels with the succubi on them for the group’s patron – she seemed to have a thing for them.  Marativy started doing this.  She needed Templeton’s help to reach the panels higher off the ground and one of these glowed when she pressed on it with the paper and charcoal.

Maintaining pressure on the plate, Marativy pulled aside the paper she was taking the rubbing with to see what was glowing.  Thassilonian runes had appeared, stating “Ayandanahla is bound to the Light for all ages.”  She called this out and quickly copied the runes down, then released the pressure on the panel.  The large metal door split in two and each half retracted into the wall adjacent to it.  Beyond was the sandy beach area with two boats tied to a post.

The group carefully advanced through the doorway.  Swamprover used Detect Magic [still active from her previous casting] and learned that the boats and the post had magic on them.  It appeared that the boats would always reappear at the post if they were damaged or destroyed.  [The post was their spawn point.]

The water had no smell of salt, which told Roscuro that it was not connected to the bay or lagoon up on the surface.  The “river” flowed from the west, from further up a passage containing the water and past the balcony to the beach.  The sound of water falling in quantity could be heard in that direction.  It also flowed east and around a bend, beyond which there seemed to be some light.  Peculiar.

Templeton flew upstream [to the west] to see what he might find.  Past the balcony was a metal landing to an alcove 15-20 feet deep.  In that alcove was a stone statue of Sorshen with its arms raised.  The passage continued past this alcove and the sound of falling water from that direction was much louder now.  Templeton returned and reported what he had discovered.

Swamprover and Winston volunteered to ride Templeton back upstream as they wanted to get a look at what he had found.  After a cursory glance at the statue, the trio continued upstream a distance and the passage ended.  Water poured through a grate up on the back wall, creating the “river”.  [Distances are going to be approximate as the map is in Roll20 and I cannot access it.  Significant downside to VTT gaming.]  There were glowing runes around the grate, but Swamprover did not recognize them [suggesting advanced magics as she can read Thassilonian].  The trio returned to the beach.

Roscuro and Zitch hitched a ride on Templeton to go check out the statue and grate.  Roscuro hopped off Templeton to the metal landing the statue was on while Zitch and Templeton flew closer to the grate so Zitch could get a better look.  Roscuro mimicked the pose of the statue, thinking maybe it was a lift of some sort to get up into the Lady’s Light up on the surface.  It wasn’t.  Zitch called out that the grate was actually a protected entrance to the Elemental Plane of Water.  Roscuro climbed up onto the back of the statue [using a Jackie Chan bounce between the alcove wall and the statue].  Once he could see the back of the head, he discovered an opening.  The statue was actually hollow, metal lined, and full of what smelled like very pure water.  Roscuro was very careful to not touch the water at all.  He shared this information with Zitch, who had Templeton fly him over so he could cast Detect Magic at the opening in the statue.  While the statue was not magical, the water inside it was very magical.  Roscuro and Zitch speculated that the water in the statue was some kind of magical anchor for the gate to the Elemental Plane of Water, possibly even a trapped creature from that plane.  They carefully left it alone and had Templeton fly them back to the beach.

Zitch and Swamprover asked Templeton to fly them back to the grate one last time so they could collect water directly from the elemental plane.  If nothing else, it was safe to drink, so they refilled everyone’s waterskins.  Once they returned and the waterskins were passed out, Templeton flew Winston and Swamprover down the east passage to see where the water went.

Around the bend to the east they found an enormous underground cavern with a domed roof.  Rising from the water was a 30-foot diameter, 7-sided pedestal, upon which stood a ten-foot tall glass statue of Sorshen.  The statue was transparent and the arms ended in long sharp blades instead of hands.  In the southeast corner of the room was a waterfall going some place deeper underground.  In the southwest corner and not immediately obvious was a small sandy beach with a door in the cavern wall backing it.  There appeared to be two graves on this beach, marked with shield of the Korvosan Grey Maidens.  The cavern was lit by floating motes of light.

While Templeton was orbiting the glass statue, Swamprover hopped off onto the statue to get a closer look.  This triggered the statue to attack, slashing Swamprover with its blade hands and causing her to bleed!  Swamprover performed an acrobatic leap to get out of the statue’s reach and dove into the water below.  Unfortunately, the statue caught her with a vicious slash mid-leap.  [By the time Swamprover hit the water, she was down 29 hit points and still bleeding.]

Templeton flew back from the statue to a point where it should not be able to reach Winston and he from the platform.  The statue stepped off the platform and walked on the water to them, slashing both of them and causing them to start bleeding profusely!  On top of this, the light from the floating motes refracted crazily through it now that it was in motion, causing a dizzying and blinding effect [IIRC - I know it did something, but I didn't write down what].

While Swamprover swam to the available beach so she could then attempt to stop her bleeding, Templeton and Winston retreated backwards, Winston shooting at the statue with his musket.  Back at the original beach, the rest of the group heard the gunfire.  They piled into the two row boats and started rowing to join their companions.

Templeton and the rowing boats met at the bend in the passage.  The glass statue stopped following Templeton and Winston when they left the cavern and returned to the pedestal.  In the meantime, Swamprover made it to the beach in the cavern and was able to patch her wounds enough to avoid bleeding to death on the soggy sand [down to 2 hit points when she made the Heal check].  She immediately used her Grippli camouflage capabilities to hide against a rocky wall.

After Templeton explained what had happened, the group rowed into the cavern, hugging the western wall to get to Swamprover, hoping she was still alive.  When the boat with Zitch arrived at the beach, Swamprover broke cover to rush to him, urgently requesting healing immediately.  Zitch immediately cast his last Cure Serious Wounds on her and then used several charges from the wand of Cure Light Wounds to finish healing her.

End of Session


Rat Whispers

[I’ve been generally OK with having the game on Roll20.  It works very well if you have published maps with a consistent scale.  I’ve been using maps from Dyson Logos in my test campaign for my OD&D clone RPG and his hand-drawn 10-foot squares are not all the same size, so they don’t always align everywhere to the apps grid.  Another issue is that when the GM isn’t running the game, you as a player cannot access earlier maps to check distances for your blog post.  When we were mapping by hand on paper, I’d take a picture of the map with my phone for later reference.  I might need to resume doing this, but it’s inelegant, especially if the GM has to move the display back when we’ve moved to another map.  First world problems.]


Ratpack

Book 1:

Session 01 – Start

Session 32 – Conclusion


Book 2:

Session 1


Session 12



Tuesday, April 13, 2021

Ratpack – Shattered Star Book 2, Session 10

[Day 34 ends and 35 starts.  Nighttime dealings and a damned sarcophagus.]

[This game uses the Pathfinder 1E roleplaying game.  Game sessions happen once a week.  This session happened March 8, 2021.]

[SPOILERS!  If you are likely to adventure through the Shattered Star Adventure Path from Paizo, this campaign will be spoilers all the way down.]


Player Characters

Zitch Grimreaper – male ratfolk 5th level Witch with a donkey rat (capybara) familiar

Roscuro – male ratfolk 5th level Monk

Swamprover – female grippli 4th level Wizard

Marativy – female ratfolk 5th level Ninja


Via Roll20

Templeton von Trapp – male ratfolk 5th level Summoner (Synthesist)

Winston – male ratfolk 5th level Gunslinger


NPCs

Auto – a clockwork servant fixated on Winston

Gridik Stormstride – male blue kobold 2nd level Wizard (Invoker)

Mel Sharples  – male halfling Cook (Expert of unknown level)

Alice Hyatt – female halfling Bodyguard (Warrior of unknown level)

Flo’ Castleberry – female gnome Bodyguard (Warrior of unknown level)



Autumn

Day 34, Expedition Day 4

2nd Watch

During the deep of night, Marativy and Roscuro were on watch when a goblin appeared, holding one of Marativy’s shuriken, asking what it was.  Not certain how big a threat the goblin might be, Marativy and Roscuro talked with him to see if there were any more goblins in the area.  The goblin introduced himself as Ret’skirt, a wandering merchant and he claimed he had been watching the Ratpack for the last day.  This was alarming to Roscuro and Marativy.  Observing Ret’skirt and his actions they were both of the opinion he was an Arcane Trickster of considerable skill.  Roscuro was not entirely certain if he and Marativy could defeat Ret’skirt in combat and glumly accepted that they would have to endure him.

Zitch and Templeton were woken up to see if they wanted to deal with the goblin.  The spellcasters were not woken up so they could get their needed sleep.  [Despite Swamprover's player complaining about being left out.]

Marativy, Zitch, and Templeton pooled the various items they had that the party wasn’t using to trade for two of the items Ret’skirt had for sale: a potion of cure moderate wounds for the group and a set of +1 leather armor for Marativy.  They traded away two wands [the wand of spiritual weapon and the wand of charm person] and the masterwork aklys taken from the Derro for the potion and armor.  They eyed the bag Ret’skirt pulled his wares from and he admitted it was a bag of holding [Type 2].  He wanted 5250 gp for it, which was much more than the ratfolk had.

Once the group had finished trading for the wares shown, Ret’skirt asked if there was anything else they might be seeking.  Zitch asked if he had a ring of sustenance and a carpet of flying, both of which were good asks.  Ret’skirt though a bit and then went rummaging in his bag of holding.  He eventually pulled out a small pouch that jangled.  From that pouch he pulled out a ring of sustenance.  He apologized for not having a flying carpet, but would look for one while he was wandering.  The ring was expensive and so the group traded off a pile of items for it, including the jade holy symbol taken from the dead troglodyte shaman.

Once the trading was done, Ret’skirt gave Zitch a magic card and told Zitch to write down anything the group wanted on it and Ret’skirt would find one and bring it to them.  He then packed up his wares into the bag of holding and left.  The rest of the night passed quietly.


Day 35, Expedition Day 5

Morning

While Swamprover and Gridik were memorizing their spells for the day, the rest of the group discussed moving the camp to a location closer to the dungeon to avoid losing hours just walking there and back.  After a short debate, the group agreed to move the camp to a location closer to the troglodyte cave.  Templeton and Winston were sent to scout for a new site while the rest of the group packed up the current camp.  [Packing up a camp always takes longer than you expect.]  Once packed, the entire group hiked two hours to the new site, about 500 feet from the troglodyte cave on the other side of a hill.

Noon

Once the new camp was set up, the adventurers went over to the troglodyte cave.  The beginning of a new barricade was in place, but none of the troglodytes objected to the adventurers.  Winston and Zitch finished curing the last two troglodytes of the filth fever and verified the rest were recovering from the disease's effects.  The adventurers then entered the deep tunnels to the chamber with the entrance to the dungeon.  They tied a rope to one of the columns in the chamber and climbed down to the actual dungeon.

The U-shaped corridor was as Swamprover had described, but the group noticed that the left branch had a gradual incline up while the right-hand branch sloped down at a shallow angle.  The columns along the center of the corridor were all sculpted to look like the Runelord of Lust.  [It was starting to get very tiresome to the ratfolk.]  Checking the area with Detect Magic showed protective enchantments on everything.

Then there was the sarcophagus across the corridor from the Ratpack’s entrance.  They all knew it was a trap.  Roscuro also knew the group was going to open it anyway.

With Templeton on one side, Roscuro and Winston on the other, and Marativy at the head [to disarm traps or attack anything moving inside], the sarcophagus lid was lifted and set aside.  Inside was the perfectly preserved body of a human woman that looks like all of the statues, wearing clothes and jewelry.  Swamprover cast Detect Magic and examined the body.  She found three strong magics: a necromantic aura, a strong illusion, and a necromantic enchantment.  She pronounced it a Clone [the results of a very high-level spell] and it appeared to still be viable.  This suggested that Sorshen might still be alive somewhere if this clone was never activated.

Marativy and Roscuro shrugged and attempted to relieve the body of its jewelry.  This triggered a reaction as the clone suddenly grew to giant sized, grabbed them, and crushed them near to death before they could react!  This turned out to be a very powerful illusion spell, Phantasmal Killer, and only Roscuro was affected.  [He took 35 out of 40 hit points of damage in one go!]  

Zitch healed Roscuro back to full health and the group discussed what to do.  Roscuro’s dander was up and he wanted to destroy the clone “so we won’t have to fight her twice.”  At first he wanted Winston to shoot the clone, but they decide that won’t destroy it in one shot and Winston might be hit with the Phantasmal Killer multiple times if he rapid fired.  The group discussed blowing it up with a black powder bomb or setting it on fire.  Setting it on fire seemed easier [and potentially safer].

Roscuro threw a vial of oil on the clone from a distance, but was hammered by the Phantasmal Killer again.  Zitch was only able to heal Roscuro most of the way up this time.  Templeton dropped his eidolon so he could cast a summoning spell.  He summoned a small fire elemental, but when he ordered it to attack, Templeton was hit by the Phantasmal Killer spell.  Zitch healed him up from the assault while the group talked the situation over.  Roscuro was ready to move on until he could think up a safer way to destroy the clone.

While Roscuro had been repeatedly triggering the trap, Marativy scouted the two ends of the corridor.  The right-hand path ended at a giant door [20 feet tall] made of red metal.  The left hand path ended at a balcony overlooking a subterranean river, flowing from left to right.  To the right she could see a sandy beach with two wooden boats beached on it.  The sandy area appeared to be where the red metal door led to, but she could not see the door on this side due to rocky outcroppings.

End of Session


Rat Whispers

[On one hand, Ret’skirt the wandering goblin merchant allowed the group to unload a variety of things they were not using for some useful magic items.  On the other hand, random NPCs that are super better than the PCs at everything are bad form for a GM (Ret’skirt had apparently been following the party through the tunnels and was never discovered or noticed).  Ret’skirt was a creation of the Other GM who felt this part of the adventure was a bit slow, so he added in Ret’skirt to liven things up.]


Ratpack

Book 1:

Session 01 – Start

Session 32 – Conclusion


Book 2:

Session 1

Session 2

Session 3

Session 4

Session 5

Session 6

Session 7

Session 8

Session 9


Session 11



Tuesday, April 6, 2021

Ratpack – Shattered Star Book 2, Session 9

[Day 34 continues.  Fighting columns and the entrance to the dungeon.]

[This game uses the Pathfinder 1E roleplaying game.  Game sessions happen once a week.  This session happened March 1, 2021.]

[SPOILERS!  If you are likely to adventure through the Shattered Star Adventure Path from Paizo, this campaign will be spoilers all the way down.]


Player Characters

Zitch Grimreaper – male ratfolk 5th level Witch with a donkey rat (capybara) familiar

Roscuro – male ratfolk 5th level Monk

Swamprover – female grippli 4th level Wizard

Marativy – female ratfolk 5th level Ninja


Via Roll20

Templeton von Trapp – male ratfolk 5th level Summoner (Synthesist)

Winston – male ratfolk 5th level Gunslinger


NPCs

Auto – a clockwork servant fixated on Winston

Gridik Stormstride – male blue kobold 2nd level Wizard (Invoker)

Mel Sharples  – male halfling Cook (Expert of unknown level)

Alice Hyatt – female halfling Bodyguard (Warrior of unknown level)

Flo’ Castleberry – female gnome Bodyguard (Warrior of unknown level)



Autumn

Day 34, Expedition Day 4

Early Afternoon

Having killed all of the “bitey-pinchy bug” [they hope], the Ratpack searched the cavern.  Marativy scouted the southern part of the chamber, finding two different tunnels, each heading different roughly southern directions.  Roscuro and Winston assisted her afterwards checking the chamber for valuables and combined the found 18pp and 349gp.  Most of the coins were of Magnimar mint, but some were from Korvosa.

In the meantime, Zitch and the other spellcasters inspected the monument in the center of the room using Detect Magic.  They concluded that it held residual binding magic.  The monument once held something inside that powered an effect, but they have no idea what was held and what effect it generated.  They asked Marativy to climb up on the monument and see if it was hollow.  Rather than climb on it, Marativy climbed the walls of the cavern and part way across the ceiling.  She was able to get a look into the broken upper portion before slipping and falling.  While her ring of feather falling slowly lowered her to the floor, she reported that the interior had a gap sized and shaped for a human woman.  [Creepy.  Also note - the actual descriptive text said "an attractive human female".  So...big tits?  As none of us is playing a human, the "attractive" descriptor seems unneeded for us and the Other GM is slowly editing the text mentally to allow for no humans in the group.]

The Ratpack took the passage west, as that was the general direction they wanted to go.  [The Other GM asked us how we were determining directions underground.  We pointed out that each of us had a Wayfinder that acted as a compass.]  This passage was as long and windy as the previous one, with just as many offshoots that dead-ended [all of which we marked with chalk to simplify things later].  After nearly two hours of this the group arrived at a chamber of blue-veined white marble.  The chamber had 12 floor-to-ceiling statues of Sorshen [Runelord of Lust] holding gisarmes and supporting the ceiling.  In the center of the room was a 15 foot by 15 foot pit of blackness.  Well, the Ratpack assumed it was a pit.  It looked like a 15x15 foot square of darkness on the floor.

Zitch and Winston entered the edge of the chamber, careful to not enter the area demarked by the statues.  Zitch cast Detect Magic and observed the statues and the “pit”.  The statues all had preservative magic on them, but four of the statues had additional magics.  It was immediately suspected that those four statues would animate at some point.  The pit had three permanent spells on it: Deeper Darkness, Silence, and Feather Fall.

Roscuro advocated dealing with the statues before investigating the pit.  Once everyone was ready, he slowly entered the chamber, walking towards the pit.  Once he passed the line formed by the statues, the four statues with extra magic animated and moved to attack.  Swamprover cast a Magic Missile spell at one of them and her two missiles merely splashed off the statue.  This helped her identify the statues as Caryatid Columns, which are immune to most magics, break weapons that hit them, are constructs [making them immune to all of Zitch’s hexes], and have an unknown amount of resistance to damage.  She called this information out to the group.

Zitch cast Protective Luck on Roscuro.  The statues advanced and two attacked Roscuro, each hitting him once, nearly bloodying him.  Marativy flung a cold iron shuriken and hit for no effect.  Not liking the situation, Roscuro turned and fled, calling out for the rest of the group to do the same.  The rest of the group agreed with his assessment and ran as well.  Zitch, lagging behind the group, observed the statues stop their pursuit at the edge of the chamber and return to their original positions.

Zitch called this out and the Ratpack regrouped.  Swamprover suggested that Winston would be the best at defeating the statues as his musket did high damage, likely overcoming the damage resistance.  Additionally, his weapon would not be damaged by the statues at all.  Zitch pointed out that ,due to a twist in the passage, there was a chokepoint they could block and let Winston keep shooting at the statues safely.  If they piled their defensive magics on Templeton, he should be able to hold the statues at bay long enough for Winston to destroy them.  Winston and Templeton agreed to give this a try.

The Ratpack set up at the chokepoint and piled defensive magics on Templeton.  Winston rapid fired a pair of potshots at one of the caryatid columns.  One did minor damage and the other did much better, allowing the Ratpack to estimate the damage resistance [it was DR5].  As the statues moved to the attack, Winston got in another pair of hits.  There was a surprise when the statues were in position to attack – they had reach and could get to Winston!

Winston stepped back another five feet to [safely] shoot another pair of shots, finally destroying the first statue.  Templeton cast Haste on Winston so he could fire faster and then went to a full defensive stance.  This made it impossible for the statues to land any more blows while Winston gradually destroyed each statue in turn.  [It took Winston a total of 29 shots to destroy the four statues, including two misfires which wasted shots.  This was a large chuck of his remaining ammunition.]

Once the ringing from the repeated gunfire in a confined space allowed the Ratpack to hear again, they advanced and started searching the room for valuables.  Templeton cast Rejuvenate Eidolon twice to heal up his eidolon.  Zitch healed up Winston before joining in on searching the room.  They were able to recover all four masterwork gisarmes, two undamaged statue heads and enough undamaged components to assemble 70% of a complete statue.  They packed those components up to haul back for their patron.

The Ratpack next turned their attention to the pit.  Swamprover volunteered to lowered with a rope tied off to one of the remaining statues.  Roscuro coordinated with Swamprover a set of yanks on the rope to relay information [1 yank to start or stop feeding rope, 2 for “pull me up now”, and 3 for “I’m climbing up now”].  The rope was tied off to a statue and Swamprover.

The Ratpack played out the rope, slowly lowering Swamprover down the shaft.  The darkness stopped after 50 feet.  There was another 15 feet to the bottom of the shaft.  The bottom of the shaft opened on a tall U-shaped passage with the shaft at the bottom of the U.  The passage was well lit with arched ceiling and 25-foot tall statues of Sorshen down the center of it.  Directly across the passage from the shaft entrance was a stone sarcophagus.

Deciding she did not want to proceed any further without the rest of the party, Swamprover yanked on the rope three times and started climbing back up.  Feeling the yanks at the top, the Ratpack pulled the rope back up, speeding up Swamprover’s return.

Back at the top with the rest of the group, Swamprover relayed what she had seen.  This appeared to be the actual entrance to the dungeon the group sought, but they were all tired and low on spells.  The group decided to pack up stature parts and head back to camp, several hours away.

Returning through the tunnels took less time as they knew where they were going.  They arrived at the troglodyte caves in little over an hour.  There they said their goodbyes for the day and then hiked another three hours back to camp, arriving after sunset.  Luckily Mel had kept dinner warm [a stew] and good food and drink was to be had at the end of a successful day.

End of Session


Rat Whispers

[At this point my character, Roscuro, considers the expedition to be a complete success.  The group found an entrance to the dungeon containing the next shard, they’ve made contact with a local tribe they can introduce to the merchants, they have proof they found the dungeon, and they have enough treasure to recover expenses and show a profit.  When they sell the statue parts to their patron, she will gladly pay enough to fund the next expedition where the real profits will happen.  At this moment he is very content.]

[Hope he doesn’t get himself killed before they get back to Magnimar.]


Ratpack

Book 1:

Session 01 – Start

Session 32 – Conclusion


Book 2:

Session 1

Session 2

Session 3

Session 4

Session 5

Session 6

Session 7

Session 8


Session 10