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Master of the Mage’s Manor (TOV)

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Dungeon Packers #5

A fair criticism we see of a lot of fantasy tabletop roleplaying games is that there are plenty of dungeons…but what about dragons? As this series is dedicated to packing dungeons full of all kinds of monsters, the lack of dragons so far seems odd. Well that ends today.

The map for this dungeon comes from Dyson’s Dodecahedron, which is a great source of maps for your games. You can view the original map with Dyson’s flavor text here.

The following dungeon is written for Tales of the Valiant by Kobold Press, and uses the following resources: Player’s Guide, Monster Vault, and Game Master’s Guide. Links for monsters, spells, and magic items provided by Open5e.com.

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It’s harvest season in the village of Innswood, but no one is in the fields. They’re all at home, too weak to get out of bed. If nothing changes, no one will be alive in Innswood when spring arrives.

The local priestess has identified the cause: a mysterious poison, found in the nearby Bramble Run river. While she works to aid her ailing village, there is only so much she can do against the rampant illness. She has sent messengers to the nearby Blueflame Manor, home to a reclusive but helpful family of mages, for assistance, but she has received no reply.

Desperate, the priestess has sent a message to your party, asking for your help in contacting the Blueflame family and discovering the source of this dreadful poison.

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The Blueflame family, led by Daedalus Blueflame, was a reclusive family of mages dwelling in the Bramble Woods. However, their isolation did not prevent the dragon Ezmerelda Wormtoxin from wiping them out and taking over their estate in order to conduct her experiments.

While their defenses were many, the cunning dragon bested the mage family. Afterwards, she led a tribe of loyal kobolds to the manor to act as her guards and servants.

Blueflame Manor’s location along the Bramble Run river, and only a few miles upriver from Innswood, made it an ideal location for Ezmerelda to conduct her research. The dragon is working on an elixir that allows the drinker to siphon the strength and vitality of creatures who drink the tincture. Ezmerelda is adding trace amounts of the poison to the river, which is causing the weakness and fatigue the villagers of Innswood are experiencing.

In order to save the village of Innswood, the party must defeat Ezmerelda or convince her to abandon her experiment at Blueflame Manor. Otherwise, the village will cease to exist.

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Ezmerelda Wormtoxin is a young green dragon (see Monster Vault, pg. 135), brilliant alchemist, and slayer of the Blueflame family of mages. A few months ago, Ezmerelda found Blueflame manor within the Bramble Woods and deemed it a worthy location to conduct experiments.

Ezmerelda is ruthless in attaining successful results for her experiments, and she’ll stop at nothing to complete her tasks. Highly logical and analytical, she is willing to manipulate others or offer them rewards in exchange for their help if it suits her. She may tempt Player Characters with the promise of treasure (real or imagined) if it will allow her to continue her research.

Ezmerelda mostly keeps to herself at the top of the tower in her lab (see Area 15 and 16). However, if enough commotion is created, she may come down to investigate the disturbance on the upper floor of the manor herself.

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Ezmerelda isn’t acting alone: she is being aided by the renowned alchemist Malcona Fimbul, or at least she thinks she is. In truth, Xav is a doppelganger (see Monster Vault, pg. 108) pretending to be the famous Fiendish Syderean scientist.

While an experienced alchemist in their own right, Xav is nowhere near the level of Malcona, and was impersonating the Syderean when captured by Ezmerelda. So far, the dragon doesn’t suspect anything, but Xav knows it is only a matter of time before she gets suspicious. If pressed, Xav may help the PCs in exchange for their freedom.

When not assisting Ezmerelda in her lab, Xav can be found in Area 12.

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Edgar Blueflame was the 9 year-old child of Daedalus Blueflame, before he was slain by Ezmerelda. Now his spirit wanders the halls of Blueflame Manor as a ghost (see Monster Vault, pg. 180).

Edgar’s spirit cannot rest until his family has been avenged, and if given the opportunity, he will implore the PCs to aid him in driving out the dragon. In exchange, he offers to lead the party through the manor, and can even help them find items to aid them, such as the statue of Boronast in Area 5 or the dismantled shield guardians in Area 14.

Once Ezmerelda is slain or driven away, Edgar’s spirit will move on. The ghostly child will also disappear if the flesh golem (see Monster Vault, pg. 200) in Area 18 is destroyed, as the golem contains the last remains of Edgar’s mortal body.

Edgar’s spirit can be found in various places throughout the manor, but is first encountered in Area 2.

Recommended PC Level: 5-6

Number of Players: 4-5

Sessions: 2-3

Lighting: The majority of Blueflame manor is kept in darkness with the curtains drawn, with only the occasional candle or torch permitted. The exceptions to this are the outside spaces (Area 1 and 7), as well as the eastern part of Area 11 with the hole above it—all of which are lit by natural light. Ezmerelda and Xav also prefer well-lit areas to work, so Areas 12, 15, and 16 are lit by natural lighting during the day and torchlight at night.

Doors: Unless otherwise noted, all doors are made of wood and unlocked. All of the doors are currently closed.

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The main entrance to the manor boasts a pair of ornately carved wooden doors, each depicting impressive feats of magic. On either side of the door are the clearly visible markings of where protective stone gargoyles once sat, but they have both been smashed to pieces.

On the overhang above the entrance, four kobolds (see Monster Vault, pg. 223) watch the path leading up to the doors, which they access via the windows in Area 13. The kobold guards use their slings to pepper attackers with stones before they can make it to the entrance.

The inside of the doors have been barricaded with smashed furniture, requiring a DC 18 STR check to open. The heavy wood doors have AC 15 and 15 HP each. Either forcing the doors open or breaking them down will likely cause a disturbance, alerting more kobolds to the party’s location.

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The entrance hall used to be filled with ornate wooden furniture, but none of the furniture pieces hold a purpose now besides being good for firewood. A large rug has been ripped to tatters, and the walls on each side have long claw marks gouged into them.

At the end of the hall, the form of a young boy can be seen walking into one of the adjoining rooms. This is the ghost (see Monster Vault, pg. 180) of Edgar Blueflame (see The Phantom Child). If the PCs approach Edgar to talk, he quietly asks for their help, and is willing to warn them of any danger ahead that he knows of.

Once the PCs reach the end of the hall, a passage leading to Area 3 can be seen to the west, and a passage leading to Area 8 can be seen to the east.

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The hallway widens into a large open area with several adjoining rooms and hallways. More smashed furniture is scattered in the corners of the room, and heavy curtains are drawn over the windows to the north.

A group of six kobolds led by a kobold swiftblade (see Monster Vault, pg. 224) can be found patrolling this area. If the kobold patrol is alerted to the PCs approach, they attempt to hide behind doors and curtains in an effort to ambush the party. If forced to retreat, the kobolds attempt to escape to Area 5 and lure the pursuing PCs into a trap.

The door to the west leads to the first level of the tower (see Area 5), the door to the north leads outside to Area 7, and the door down the hall to the east leads to Area 6. The open passage to the southeast leads to Area 2. The stairs in the southern corner lead down to Area 17, and the door next to them leads to Area 4.

The door to Area 4 has also been barricaded, but the barricade is located on this side. Breaking the barricade down can be done quietly with only a minute of work.

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This darkened pantry has clearly been ransacked by the occupying kobolds, but the majority of the furniture is still intact. Several large shelves stockpiled with food supplies line the southern wall, and a large wooden table with barrels for stools sits in the northeast corner. More shelves and barrels line the walls and corners.

The shelf furthest from the door in the southeast corner is actually a disguised mimic (see Monster Vault, pg. 254), which the kobolds trapped here. The starved mimic lies in wait for a PC to interact with its “shelf” before attacking.

There are still lots of usable foodstuffs in this pantry, which the party can cobble together to create 4d6 units of rations (see Player’s Guide, pg. 146).

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The first level of the manor’s tower is dominated by an altar and large statue depicting Boronast, god of evocation magic. Dozens of candles have melted into a large glob of wax that drips down from the feet of the statue to the stone floor. The small altar doesn’t have anything atop it, but the surface is covered in scorch marks.

Whenever a spellcaster casts a 1st-circle of higher evocation spell that deals damage and targets the altar or the statue of Boronast, the spell appears to be absorbed and no damage is dealt to the target. Once before the end of the caster’s next long rest, they may cast the same spell again without expending a spell slot. The spell is cast at the same circle as when absorbed, but instead of rolling for damage, the spell automatically does the maximum possible damage to the target or targets. Each spellcaster can only offer a spell to Boronast once before their next long rest.

The stairs leading up to Area 10 have been trapped by the occupying kobolds, who have rigged several vials of acid to fall and splash on the targets.


Acid Drop Trap

Trigger: Partway up the stairs, a trip wire has been stretched between two anchor points in the stone walls. When a creature hits the trip wire, it activates the trap. A creature will notice the trap with a successful DC 12 Perception check.

Effect: Several vials of acid fall from above, and acid splashes when the vials shatter. Each creature within 10 feet of the trip wire must make a DC 15 DEX saving throw. On a failure, a creature takes 16 (3d10) acid damage, or half that much on a success.

Resolution: The vials can fall only once, permanently ending the trap once triggered. The trap can be disarmed with a DC 15 DEX (Thieves’ Tools) check. A creature without thieves’ tools can attempt to disarm the trip wire by using an edged weapon or tool. By doing so, they can attempt to make the same check with disadvantage. If a creature fails the check to disarm the trap, it triggers.


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While there are no windows in this area, the manor’s kitchen is dimly lit by the fire of the stove. The room is very warm, and it smells of baked goods and meaty stew.

A group of three kobolds are preparing a meal of beef stew and fresh baked bread for the tribe. The kitchen is built for creatures much larger, so they comically stand on each other’s shoulders in order to stir the pot and reach ingredients in the top cabinets.

The trio of cooks still carry weapons, so if they are alerted to the party’s presence, they will attempt to drive them out of the area.

A door in the southwest corner of the kitchen leads to Area 3, and another door in the southern wall leads to Area 8.

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This walled garden looks like it used to be well tended, but it is now overgrown with weeds. Several large trees grow along the stone walls, and large vines creep up the sides, both of which make it easy to climb over the walls.

On the eastern side of the garden, it looks like some plants are still being tended. A PC that succeeds on a DC 13 Arcana or Nature check will recognize that the plants are all poisonous. A creature that wanders into the patch of poisonous plants must succeed on a DC 13 CON saving throw or suffer the effects of an Urushi Plants hazard (see Game Master’s Guide, pg. 144).

The poisonous plant garden is protected by a shambling mound (see Monster Vault, pg. 293) created by Ezmerelda. The shambling mound springs to life when any creature besides Ezmerelda or one of her minions attempts to interact with or harm the plants. It fights until destroyed.

The plants, once harvested, are useful in a variety of poisons. The entire crop is worth 300 gp to the right buyer, or can be considered worth the same amount in terms of raw materials for crafting (see the Crafting downtime activity in Chapter 6 of the Player’s Guide).

Additionally, a small idol can be found near the edge of the garden. A PC who succeeds on a DC 15 Religion check can correctly identify the idol as a depiction of Iliaag, god of poisons. The idol is studded with peridot gems, and worth 75 gp.

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This large dining room holds a massive oak dining table that used to seat the entire Blueflame family. Now the beautiful table has a new purpose serving the tribe of kobolds at mealtimes.

The family tapestries that hang along the walls have been rent by massive claws. A pair of sideboards along the southern wall look like they used to contain valuable dishes, but they have been broken open and are currently empty.

A squad of six kobolds are stationed here, either standing guard for the library or performing various tasks such as cleaning up after meals. If the kobolds have been alerted to the party’s approach, they work together to flip the table on its side to use as cover (resulting in an audible crash). Thanks to their small size, the overturned table provides three-quarters cover to any kobold using it for cover.

The open hallway to the west leads to Area 2, and the door to the north leads to the kitchen (see Area 6). The passage to the east leads to Area 9.

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A short flight of steps descend into a massive library, with bookshelves that stretch from floor to ceiling. Several tables and chairs are scattered around the room to provide ample space for reading. Above, a large crystal chandelier hangs. Shockingly, the library appears to be mostly intact.

The Blueflames’ personal library is a true wealth of knowledge that covers a variety of subjects, but contains several rare volumes on the arcane. Excluding the threat of the dragon, this seems like a great place to conduct some research given the time (see the Researching downtime activity in Chapter 6 of the Player’s Guide).

Alternatively, the rare volumes can be taken and sold for a large sum of gold. There are three such volumes in the library, and they are worth 100 gp each to the right buyer.

The second floor of the library can be seen from below, but surprisingly, there isn’t a visible way to access it.

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The second floor of the tower contains more tapestries of the Blueflame family, depicting their patriarch defeating several great beasts in the Bramble Woods. These too have been ripped apart by large claws.

At the top of the stairs from Area 5, five kobolds led by a kobold tinkerer (see Monster Vault, pg. 224) guard the entrance to the second floor. If the trap in Area 5 was activated, the gang of kobolds lie in wait for the PCs to arrive, attempting to surprise them.

If forced to retreat, the kobolds try to lure the PCs into Area 11 and regroup with the other kobolds located there.

The door in the eastern wall leads to Area 11, and a ladder tucked into the southern part of the wall leads through a rarely-used trapdoor to Area 15.

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A long hallway runs along the northern part of the second floor. Windows along the north wall would look out over the overgrown garden (see Area 7), except they are covered with thick velvet curtains. In between each window stands a suit of armor with a sharp looking ax.


Scything Armor Trap

Trigger: Each of the suits of armor have been magically enchanted to swing their axes when a creature of size Medium or larger passes in front of them. Each ax is large enough to cover the width of the hallway.

Effect: Each suit of armor makes one melee attack with a +7 bonus against a random creature in a line in front of it. On a hit, the creature takes 22 (4d10) slashing damage. Each suit of armor resets at the top of each round of combat.

Resolution: Destroying the suits of armor ends the effect. Each suit of armor has AC 18 and 20 HP.


Destroying each suit of armor would be a simple process except for the four kobolds led by a kobold tinkerer that fire their slings at PCs from the east end of the hallway. What’s worse, each active suit of armor counts as an ally of the kobolds in regards to their Pack Tactics ability.

If a suit of armor is disabled without destroying it (such as with the dispel magic spell or similar magic), the suit can be dismantled to produce one set of plate armor (see Player’s Guide, pg. 136).

The door at the western end of the hallway leads to Area 10, the doors in the southern wall lead to Areas 12 and 13, and the doors at the eastern end of the hallway lead to Area 14. As the hallway widens on the eastern side, a large hole in the roof can be seen above.

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This bedroom has been kept mostly the same since Ezmerelda took over the manor. A four-poster bed sits along the southern wall, with a curtained window on each side. A wardrobe and dresser can be found along the eastern wall, and a wash basin is tucked in an alcove in the southwest corner.

This room is currently occupied by Xav, a doppelganger (see Monster Vault, pg. 108) impersonating the renowned alchemist Malcona Fimbul (see The Shapeshifter). If Xav is present when the party enters, they aren’t immediately hostile, but tries to gauge the intentions of the PCs by using their Read Thoughts ability. If Xav decides to trust the PCs, they attempt to enlist the party in helping them escape.

Xav doesn’t have much in terms of valuable possessions, but they have a wide variety of clothing and accessory options, accounting for a wide range of shapes, styles, and sizes. They also have a set of Alchemist Tools (see Player’s Guide, pg. 147) and Charlatan’s Tools (see Player’s Guide, pg. 148) stuffed under the bed for personal use.

In a pinch, the windows can be opened and allow a creature to step onto the overhang above the main entrance (see Area 1).

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This upstairs ballroom used to be the site of many friendly gatherings, but now it serves as the sleeping quarters for the kobold tribe. Smashed furniture and torn tapestries and blankets have been brought into this room to create makeshift beds, nests, and tents.

Eight kobolds and a kobold witch (see Monster Vault, pg. 225) can be found in this room at all times. If threatened, the kobolds work together to protect their tribe leader and their nests. They may even call for help if there are other kobolds in nearby areas. No running this time; these kobolds fight to the death.

The kobold witch sits atop a small treasure pile reminiscent of a dragon’s hoard. However, the only common factor of this hoard is that all the trinkets are shiny. The hoard contains a set of ornate silver dishes and cutlery (looted from Area 8) worth 200 gp, and a potion of flying (see Player’s Guide, pg. 184). Beyond this, the hoard contains little else of value.

The windows in this room can be opened to allow a creature to step onto the overhang above the main entrance (see Area 1).

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A large balcony rings the second floor of the manor’s library (see Area 9), providing a top-down view of the mage family’s expansive collection. Portraits of the adult family members surround this room, but many of the paintings have been shredded. A statue of the family’s patriarch, Azmorius Blueflame (noted on a plaque nearby) overlooks the library.

On the eastern side of the room, two piles of twisted metal can be seen. These used to be shield guardians, created by the Blueflame family for the purpose of protecting the manor. Ezmerelda destroyed both of them.

However, both the dismantled shield guardians contain a valuable secret. A PC who succeeds on a DC 15 Investigation check can find an orange, pearl-like bead in the core of each shield guardian. Each bead acts like a bead on a necklace of fireballs (see Player’s Guide, pg. 182).

While the balcony is located above Area 9, there doesn’t seem to be a safe way to descend down from here.

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At the top of the manor’s tower is the lair of Ezmerelda Wormtoxin (see The Dragon). The majority of this space is dedicated to the green dragon’s hoard, which includes books from the manor’s library, plants of alchemical value from the garden, and other treasures from the manor and surrounding forest. It appears that the original purpose of this room was a study, but it has been fully converted for Esmerelda’s use.

Ezmerelda is a young green dragon (see Monster Vault, pg. 135) with full access to her lair actions and regional effects. In addition to her normal abilities and 2 Doom (see Optional Rule: Doom in Chapter 1 of the Monster Vault), she can use the following bonus action:


Elixir of Strength Drain (3/Day). Ezmerelda drinks a vial of her elixir and regains 4d4 + 4 HP. If a PC has drank water in Innswood or from the Bramble Run river, they must succeed on a DC 15 CON saving throw or have their STR score reduced by 1d4. This reduction lasts until Ezmerelda is slain.


If Ezmerelda is reduced to 50 HP or fewer, she will attempt to either escape or bargain with the PCs in order to save her life and her research. If she escapes, she swears revenge on the party, but doesn’t bother the village of Innswood again.

Ezmerelda’s hoard is comprised of many valuable items, including the following:

  • 900 cp

  • 5,000 sp

  • 2,000 gp

  • 140 pp

  • An incredibly fine set of serving utensils (worth 250 gp)

  • A polished peridot gemstone the size of an apple (worth 500 gp)

  • A full-sized mirror with gold trim (worth 250 gp)

  • An ivory tusk inlaid with scrimshaw and with a gold cap on the end (worth 250 gp)

  • wand of the war mage, +1 (see Player’s Guide, pg. 197)

  • broom of flying (see Player’s Guide, pg. 167)

  • gloves of swimming and climbing (see Player’s Guide, pg. 176)

Additionally, any unused doses of Ezmerelda’s elixir of strength drain, plus 1d4 in her hoard, can be acquired by the party. Each dose acts like a potion of greater healing (see Player’s Guide, pg. 185). However, whenever a dose is consumed, the villagers of Innswood suffer.

A trap door in the southern corner of the room leads to Area 10, and a large hole in the tower’s roof allows Ezmerelda to easily enter and exit the tower. A large curtain has been draped in such a way to bisect the top level of the tower, covering Area 16.

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The other half of the tower’s top level is dedicated to Ezmerelda and Xav’s experiments. Even now, multiple beakers and test tubes are bubbling. Several pipes run from the different vats in the room out the window.

The pipes leading out the window travel down the side of the tower and into the Bramble Run river, contaminating it with Ezmerelda’s poison (see GM Background). Dismantling the vats and pipes takes 10 minutes of work, and doing so will return the river to normal in 1d4 days.

While none of the potions are finished, the alchemical equipment in this room can be packed up and turned into two sets of Alchemist Tools.

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The stairs descend into a large pantry and cellar. However, this seems to be the first place the kobolds raided, as all the food in this room has been partially eaten or trampled underfoot. Broken wine bottles litter the floor, and only a few half-empty bottles remain on the cellar rack.

The stairs in the western part of the room lead up into Area 3, and the creaky iron bar door in the eastern wall leads to Area 18. The iron bar door is locked, and requires a DC 15 DEX (Thieves’ Tools) check to open. The door can also be busted open with a DC 20 STR check.

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This part of the basement hasn’t fared much better than the cellar (see Area 17). The shelves, table, and benches have been smashed to splinters. Rubble and broken pieces of wood lie scattered in various parts of the room.

This room has one interesting occupant. A flesh golem (see Monster Vault, pg. 200) created by Ezmerelda has been locked up here. The golem was made using body parts from the slain mages of the Blueflame family, but it proved too difficult for the dragon to control. She deemed the creature a failed experiment and imprisoned it in this room.

Destroying the golem releases the spirit of Edgar Blueflame (see The Phantom Child), as he no longer has a physical anchor to the material world.

An iron bar door set into the western wall leads to Area 17, and a matching one set in the eastern wall leads to Area 19. Both doors are locked, and each requires a DC 15 DEX (Thieves’ Tools) check to open. Alternatively, both doors can be broken open with a DC 20 STR check.

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The stone passage from Area 18 leads to a small crypt for members of the Blueflame family. Stone coffins are set in alcoves along the wall, and each lid is carved with a relief of the occupant in repose. So far, none of the coffins have been disturbed.

At the far end of the crypt, a more ornate stone coffin is set in the place of prominence. The carved relief depicts a stern-looking bearded wizard, and the inscription on the side identifies it as the last resting place of Azmorius Blueflame, patriarch of the Blueflame family.

Each of the stone coffins contain the skeletal remains of the wizard within and little else. The exception to this is Azmorius’s coffin, which also includes his wand of fireballs (see Player’s Guide, pg. 197), which was buried with him.

However, the cunning mage laid a trap for would-be graverobbers. A glyph of warding (see Player’s Guide, pg. 337) is carved into the bottom side of the stone lid of the coffin. If the lid is removed, the glyph detonates, dealing 5d8 fire damage to each creature in a 20-foot-radius sphere as blue flames consume everything nearby.


We hope you and your players enjoyed this dungeon adventure! Which is your favorite dragon type? How often do you use potions in your game sessions? Please send your feedback to feedback@shatteredlabspress.com or message us on social media.

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